• 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.

Devout

Major
80 Badges
Jul 9, 2001
527
134
  • Europa Universalis IV: Cossacks
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis: Rome Collectors Edition
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Victoria 2
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Art of War
  • 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
  • Deus Vult
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
Best estimate of how production works based on the WWW videos.

Production Factors
Factory production: 5 IC per factory per day
Max Gearing Bonus: Starts at 50% and goes to 100%
Min Gearing Bonus: Appears to be 10%
Production Bonus: Starts at 5% with Germany and goes to 95% in WWW10
Resource Availability: Value of 1.0 if all material is available

Example 1
The year is 1940 and Germany has 1936 fighter technology, an 80% max gearing bonus, and a 65% production bonus. Germany has 15 factories producing the BF109 which has an IC cost of 22. All resources are available for the 15 factories (15 oil, 15 rubber, 30 aluminum). The factories have been running for some time and have reached max efficiency

Planes Built =( 15 factories x 5 IC per factory x 0.80 gearing x 1.65 bonus x 1.0 resource) / (22 IC per plane) = 4.5 planes per day

Example 2
The player wants to double production of planes so he changes his 15 factory tank line over to BF109. Germany has all necessary resources for the production line (15 oil, 15 rubber, 30 aluminum). The new production line produces far less:

Planes Built =(15 factories x 5 IC per factory x 0.10 gearing x 1.65 bonus x 1.0 resource) / (22 IC per plane) = 0.56 planes per day

Additional Notes
1. Naval production: Dockyards do not have gearing bonus. Dockyards are showing 2.5 IC per factory production
2. Resource Impact: This value appears to change as they are balancing the game. As of WWW10, production is at 55% for one missing resource (1 of 2, or 2 of 3) and 35% for 2 missing resources (1 of 3). Penalty for having no resources is unknown.
3. Cost increase over time: It appears that newer technology results in increased costs. It was pretty evident with ships (SS1 to SS2 went from 1000 to 11000, and BB1 to BB2 went from 14k to 15.4k). Artillery level 2 also increased to 5 (over 4 in 1939, and 2 in 1936)
4. Cost decrease over time: It appears that some older technology gets cheaper over time. Infantry weapons 1 costs 0.75 in 1936. When infantry weapons 2 is researched, it costs 0.75, but level 1 decreased to 0.5.
5. Gearing Rate: The tool tip showed a 1.7% increase (per week). That translates to a 41 week time period to go from 10% to 80%. The dev diary indicates an S curve, so it may not be that bad if that number represents the flat part of the curve.
6. Variant Cost: It appears that variants and versions (AA, Artillery, etc.) use the same cost as the base unit (i.e. Medium tank costs 12 so the Medium Tank Destroyer costs 12). But it should be noted that the resource cost goes up significantly.
7. Gearing loss: Appears to be a 50% penalty from switching production lines to a newer version
8. Reliability/Loss: Not enough information to project reliability needs on production. But a quick approximation shows that Germany went from +3k infantry weapons to -7k infantry weapons after losing 500k men. A 100% infantry to equipment ratio would show a 50k equipment need instead of 10k. So it looks like it is a 20% weapon loss ratio.




Cost Reference
1. Infantry Weapons: 1936 INF1 costs 0.75IC + 2 steel. INF2 costs 0.75IC + 4 steel. INF1 cost reduced to 0.5IC + 2 steel when INF2 researched.
2. Support: 1936 Support is 2IC + 2 Steel + 1 aluminum. By 1938 the cost increased to 4IC.
3. Artillery: 1936 Artillery costs 2IC + 2 steel + 1 Tung. By 1938 the cost increased to 4IC. ART2 cost increased to 5IC.
4. Light Tanks: 1934 Light tank tech shown as 11IC + 2 Steel + 1 oil. In 1940, the light tank cost is shown to be 9IC.
5. Medium Tanks: 1940 medium tanks shown as 12IC + 2 steel + 1 oil + 2 Tun
6. Heavy Tanks: 1937 heavy tanks shown as 50IC + 3 Steel + 1 oil + 3 Tun. Cost decreased to 25IC in 1940.
7. 1936 Planes: Fighter 22, CAS 22, NAV 26, TAC 35, Carrier -F 26.4, Carrier -NAV 31.2. All require 2 aluminum + 1 oil + 1 rubber
8. 1936 4 engine: STR 60IC, TRAN 180IC. Both require 3 aluminum + 1 oil + 2 rubber
9. Motorized: 2.5IC + 1 rubber + 1 oil
10. Mechanized: 10 IC + 2Steel + 1 oil + 1 rubber
11. Navy 1: Convoy 70 +1S+1O, SS 1000+1S+1O, DD 1300+2S+1O, LC4200+2S+1O, HC 5600+3S+1O+1CH, BC 10k+3S+1O, CA 11k+3S+1O+1CH, BB 14.4k+3S+1O+1CH
12. AA: 1936 costs 2IC+ 2steel. In 1938 increased to 4IC
13. Tank Destroyer: 1940 Med TD cost of 12IC w/ unknown resources
14. SP Artillery: 1940 Light Artillery 11IC w/ unknown resources, 1940 med Artillery 15 IC w/ 1R+ 1Oil + 1Steel

Unit Requirement Reference
1. Infantry = 100 inf weapons
2. Motorized = 50 mot + 100 inf
3. Light Tank = 60 tanks
4. Mountaineers = 140 inf
5. Recon = 40 inf + 10 support
6. Engineer = 10 inf + 30 support
7. Artillery = 24 artillery
8. Hospital = 20 mot + 30 support
9. Heavy tank = 40 tanks
10. Signal company = 10 mot + 50 support
11. Tank destroyer = 20 TD
12. AA = 16 AA
13. SP Artillery = 20 Light Artillery
 
Last edited:
  • 57
Reactions:

Daelyn75

Field Marshal
87 Badges
Jun 10, 2003
3.148
803
www.youtube.com
  • Europa Universalis IV: Mare Nostrum
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Res Publica
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Divine Wind
  • Hearts of Iron II: Armageddon
  • 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
  • Darkest Hour
  • Europa Universalis III
  • Arsenal of Democracy
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
I don't quite understand why PDS is still making transport planes hideously expensive! Three times the cost of a heavy bomber? Come on. These aren't super jumbo jets with luxurious seating, along with champagne and steak and lobster served to the airborne forces going along for the ride! Even then, they would be cheaper than three times a heavy bomber! I think if anything, transports would be cheaper than a medium bomber since few were armed or armored, and they didn't carry bombs unless transporting them to an airbase.

I understand that they were previously abstracted to mean that there were several hundred in a unit of Air Transport, so that one unit could load up an entire airborne unit, but now we are counting them individually in HOI IV. The only thing I can think of, is if they abstract each transport plane the same way they do with infantry weapons. Which is 1000 = enough for a division. So each transport plane would equal many more than they represent.
 
  • 12
  • 1
Reactions:

Devout

Major
80 Badges
Jul 9, 2001
527
134
  • Europa Universalis IV: Cossacks
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis: Rome Collectors Edition
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Victoria 2
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Art of War
  • 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
  • Deus Vult
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
They didn't show TD costs. Thats the problem with flipping back and forth between UK and Germany, as they skip some of those steps.

A couple of other notes I forgot to mention:
1. Not enough information to project reliability needs on production. But a quick approximation shows that Germany went from +3k infantry weapons to -7k infantry weapons after losing 500k men. A 100% infantry to equipment ratio would show a 50k equipment need instead of 10k. So it looks like it is a 20% weapon loss ratio.
2. Transitioning is really going to be a question of projecting surplus and demands. Germany's infantry weapon shortage is a great example. He just started inf weapons 2 at the same time he took the losses. My numbers project he would produce about 3k units from 15 factories in 40 weeks as they ramped up. If he had his inf weapon 1 factories still going, he could have produced 8k weapons (266%) in the same time period.
3. Also forgot to mention that there is a tool tip saying that gearing rate does not increase without resources. So starting a 1936 fighter line at game start without rubber doesn't accomplish much. You not only produce little, you don't increase over time. So the challenge early game is figuring out how to use your civilian factories. Keep them producing factories or trade them for resources?
 
  • 5
Reactions:

skillor7

Generalfeldmarschall
50 Badges
May 29, 2014
78
261
  • Darkest Hour
  • Europa Universalis IV
  • Stellaris - Path to Destruction bundle
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Victoria: Revolutions
  • Semper Fi
  • Hearts of Iron IV: Field Marshal
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Crusader Kings II
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normand 44 Sign-up
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Victoria 3 Sign Up
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Steel Division: Normandy 44
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
I don't quite understand why PDS is still making transport planes hideously expensive! Three times the cost of a heavy bomber? Come on. These aren't super jumbo jets with luxurious seating, along with champagne and steak and lobster served to the airborne forces going along for the ride! Even then, they would be cheaper than three times a heavy bomber! I think if anything, transports would be cheaper than a medium bomber since few were armed or armored, and they didn't carry bombs unless transporting them to an airbase.

I understand that they were previously abstracted to mean that there were several hundred in a unit of Air Transport, so that one unit could load up an entire airborne unit, but now we are counting them individually in HOI IV. The only thing I can think of, is if they abstract each transport plane the same way they do with infantry weapons. Which is 1000 = enough for a division. So each transport plane would equal many more than they represent.

I guess they´re doing this for gameplay reasons, to prevent paratrooper spam
 
  • 1
Reactions:

bkuepers

Second Lieutenant
29 Badges
Mar 25, 2011
114
189
  • Crusader Kings II: Charlemagne
  • Pillars of Eternity
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Way of Life
  • 500k Club
  • Cities: Skylines
I apologize if this has been asked before and answered, but does efficiency go up faster if you assign more factories to the line?

Wouldn't It would make sense if it did?
 
Last edited:

Devout

Major
80 Badges
Jul 9, 2001
527
134
  • Europa Universalis IV: Cossacks
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis: Rome Collectors Edition
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Victoria 2
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Art of War
  • 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
  • Deus Vult
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
I apologize if this has been asked before and answered, but does efficiency go up faster if you assign more factories to the line?

Wouldn't It would make sense if it did?

I don't believe it does. It depends on how you view the gearing ratio. You could argue that 15 factories would share information with each other and gear up faster. Or you can view gearing ratio to be the factors that can not be avoided and each factory has to go through (Training employees. Adapting a unique factory layout to one optimized to production. Working with local vendors to provide resources in an efficient manner, etc)
 
  • 2
Reactions:

bkuepers

Second Lieutenant
29 Badges
Mar 25, 2011
114
189
  • Crusader Kings II: Charlemagne
  • Pillars of Eternity
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Way of Life
  • 500k Club
  • Cities: Skylines
I don't believe it does. It depends on how you view the gearing ratio. You could argue that 15 factories would share information with each other and gear up faster. Or you can view gearing ratio to be the factors that can not be avoided and each factory has to go through (Training employees. Adapting a unique factory layout to one optimized to production. Working with local vendors to provide resources in an efficient manner, etc)

Interesting. So I could just assign 1 factory to a line until it is max efficiency and then add 14 more factories to it and it wouldn't loose any efficiency? I guess I'll need some house rules so as not to game the system.
 
Last edited:
  • 5
Reactions:

GsusNSV

Major
102 Badges
May 9, 2012
642
1.194
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • 500k Club
  • PDXCon 2019 "Emperor"
  • Victoria 3 Sign Up
  • Crusader Kings III: Royal Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV Sign-up
  • Hearts of Iron III
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome Sign Up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Tyranny: Archon Edition
  • BATTLETECH
  • Surviving Mars
  • Stellaris Sign-up
  • Prison Architect
  • Victoria 2
  • Europa Universalis IV
  • Cities in Motion
  • Cities in Motion 2
  • Darkest Hour
  • Knights of Pen and Paper +1 Edition
  • Cities: Skylines Deluxe Edition
Interesting. So I could just assign 1 factory to a line until it is max efficiency and then add 14 more factories to it and it wouldn't loose any efficiency? I guess I'll need some house rules to as not to game the system.
No. The efficiency is tracked for every factory alone. In your example, the efficiency will drop near 0 as the 14 new factories have none.
Edit: The bar on top should be the average efficiency of the assigned factories.
 
  • 5
  • 3
Reactions:

bkuepers

Second Lieutenant
29 Badges
Mar 25, 2011
114
189
  • Crusader Kings II: Charlemagne
  • Pillars of Eternity
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Way of Life
  • 500k Club
  • Cities: Skylines
No. The efficiency is tracked for every factory alone. In your example, the efficiency will drop near 0 as the 14 new factories have none.
Edit: The bar on top should be the average efficiency of the assigned factories.

Thank you for the reply. That is good news. Great strategy for the game as far as when to remove production from a line, etc. This will take some serious planning ahead. Well done Paradox.
 
  • 3
Reactions:

Daelyn75

Field Marshal
87 Badges
Jun 10, 2003
3.148
803
www.youtube.com
  • Europa Universalis IV: Mare Nostrum
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Res Publica
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Divine Wind
  • Hearts of Iron II: Armageddon
  • 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
  • Darkest Hour
  • Europa Universalis III
  • Arsenal of Democracy
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
I guess they´re doing this for gameplay reasons, to prevent paratrooper spam
Quite possibly. But in reality, if they were so effective then why didn't they make a lot more than just three airborne units? The US had two, and Britain had one. If they aren't that effective in real life, then why are they effective in the game?
 

skillor7

Generalfeldmarschall
50 Badges
May 29, 2014
78
261
  • Darkest Hour
  • Europa Universalis IV
  • Stellaris - Path to Destruction bundle
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Victoria: Revolutions
  • Semper Fi
  • Hearts of Iron IV: Field Marshal
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Crusader Kings II
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normand 44 Sign-up
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Victoria 3 Sign Up
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Steel Division: Normandy 44
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
Quite possibly. But in reality, if they were so effective then why didn't they make a lot more than just three airborne units? The US had two, and Britain had one. If they aren't that effective in real life, then why are they effective in the game?

good point :D

Yes, for accuracy they sould make them cheaper, but less effective.... altough it wouldn´t change that much actually

better they focus on more important issues :oops:
 

Devout

Major
80 Badges
Jul 9, 2001
527
134
  • Europa Universalis IV: Cossacks
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis: Rome Collectors Edition
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Victoria 2
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Art of War
  • 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
  • Deus Vult
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
They didn't show the Med.TD IC cost, but I thought it did show the number needed for a battalion when he was in the division designer.

Yes. See first post. 20 TDs in a TD unit. I thought this was interesting as I expected 40-60 to match tanks units. I think that is to enable a cost effective way to give hard attack to alot of motorized units. I personally expect TDs to cost the same as the primary type (Medium Tank in WWW). Not seeing a strong reason to change the costs.
 

Ibn_Solmyr

Colonel
1 Badges
Mar 13, 2012
822
597
  • Hearts of Iron IV Sign-up
I don't quite understand why PDS is still making transport planes hideously expensive! Three times the cost of a heavy bomber? Come on. These aren't super jumbo jets with luxurious seating, along with champagne and steak and lobster served to the airborne forces going along for the ride! Even then, they would be cheaper than three times a heavy bomber! I think if anything, transports would be cheaper than a medium bomber since few were armed or armored, and they didn't carry bombs unless transporting them to an airbase.

I understand that they were previously abstracted to mean that there were several hundred in a unit of Air Transport, so that one unit could load up an entire airborne unit, but now we are counting them individually in HOI IV. The only thing I can think of, is if they abstract each transport plane the same way they do with infantry weapons. Which is 1000 = enough for a division. So each transport plane would equal many more than they represent.

I agree and was asking myself also, since a long time. I came to same conclusion as you : in HoI3, a classic para division was made of 3 x 3000 soldiers = 9000. So let's say that it was requiring about 200 transport planes, which would give us 45 soldiers per each, or 250 planes, 36 per each. I was roughly thinking I was building 100 planes when building an air unit, so 2x/2.5x more. Still quite expensive for some rather simplistic planes... Then we might add other planes for redeploying the unit itself, for its logistics, etc...

Edit : D'Oh ! I'm just realising my numbers would be true only for a 1 squadron transporting a whole division, when we actually need 3 (?) in HoI3... So it's even more uncomprehensible to me.

This last point was same for all air units, by the way : we need transport planes everywhere ! (And reco/linking planes also)
 
  • 2
Reactions:

Antediluvian Monster

Gleiwitz/Mainila/Russia
3 Badges
Dec 7, 2015
2.312
2.247
  • Hearts of Iron III
  • Europa Universalis IV
  • Stellaris Sign-up
In contrast to transport planes, convoys seem to be (again) very cheap, even if "convoy" is taken as representing single medium sized cargo ship, several which would be needed to move even infantry division around.

Merchantmen in this period seem to have gone for $1.5-2m or so. In comparison Sims class DD $5.5m, Fletcher $11m, Gato $2.85, Tacoma class frigate $2.25. And obviously merchantman would need more steel since it's larger though possibly no chromium (=high strength and armour steel).
 
Last edited:
  • 2
Reactions:

Devout

Major
80 Badges
Jul 9, 2001
527
134
  • Europa Universalis IV: Cossacks
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis: Rome Collectors Edition
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Victoria 2
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Art of War
  • 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
  • Deus Vult
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
I updated the 1st post
Clarified material costs (no real change, just clarification)
Added resource needs for materials
Added Germany resources
Added AA unit info
 

panzerzombie

rotting soon at a place near you
46 Badges
Aug 20, 2009
783
1.118
  • Hearts of Iron II: Armageddon
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Hearts of Iron III
  • Semper Fi
  • For the Motherland
  • Arsenal of Democracy
  • Darkest Hour
  • Hearts of Iron IV: Death or Dishonor
  • Battle for Bosporus
  • Stellaris: Synthetic Dawn
  • Tyranny - Bastards Wound
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV Sign-up
  • Victoria 2
  • Europa Universalis IV
  • 500k Club
  • Knights of Pen and Paper 2
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • BATTLETECH
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun: Dragonfall
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normand 44 - Second Wave
  • Tyranny - Tales from the Tiers
In Video No.4 at 53:47 it is shown that a full battalion of 20 med.TD costs 240 IC so a single one costs 12 IC

or does this mean the training time ?

edit: wouldn´t make much sense if td cost the same as tanks, they were produced because they were cheaper ( at least the Stug-types ) and many were converted from existing chassis.
 
Last edited:
  • 1
  • 1
Reactions:

Devout

Major
80 Badges
Jul 9, 2001
527
134
  • Europa Universalis IV: Cossacks
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis: Rome Collectors Edition
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Victoria 2
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Art of War
  • 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
  • Deus Vult
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
In Video No.4 at 53:47 it is shown that a full battalion of 20 med.TD costs 240 IC so a single one costs 12 IC

or does this mean the training time ?

edit: wouldn´t make much sense if td cost the same as tanks, they were produced because they were cheaper ( at least the Stug-types ) and many were converted from existing chassis.

Good spot. I updated the first post. Note that we do not know the resource needs for the tank destroyer. If the tank destroyer has 0 or 1 Tungston resource cost (compared to 2 Tungston for the Medium tank), it would make a big difference in production cost IMO.