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HoI4 Dev Diary - Ship Designer

Hello, and welcome back for another look at what is probably my favourite feature of Man the Guns: the Ship Designer. It has cost us a lot to make - sweat, tears, sanity (several members of the team now understand the “Poi” meme).

The stated goal of Man the Guns is to make the naval gameplay more involved and adding more depth to it by adding more roles that need to be covered and giving the player new tools to fill these roles. We also wanted to make sure that we had a system that could represent a wide variety of ship types with a minimum of clutter. Finally, we wanted the system to be as moddable as possible.

As many of you have concluded from Daniel’s little accident on stream last week, we have overhauled ship types to be ship hulls instead. The ship hulls themselves are basically empty containers with no combat stats. For simplicity’s sake they do contain stats like cruising range and HP (although they don’t have to!), but the rest of the stats come from modules.

(It should be noted that a lot of the numbers and the GUI you are about to see are not completely final so please keep your pitchforks pointing downwards and your torches unlit)

britain_cruiser.jpg


Every hull type has a limited number of slots in which you can fit these modules, and also restricts what type of module you can fit. So a Destroyer - now called a Light Ship Hull - can’t mount heavy guns or airplane launchers but can mount depth charges, whereas a Battleship - now called a Heavy Ship Hull - can mount airplane launchers and heavy guns but not depth charges. These slots come in two flavors - fixed and custom slots. Fixed slots are things that are either mandatory - like the engines - or shouldn’t compete with other things. All ships except submarines have a fixed AA slot, for example. You don’t have to fill that slot if you want your ship to be completely helpless against air attacks, but you can also only ever mount AA guns in that slot. Custom slots are much more flexible and allow you to tailor a ship to a specific role. Higher levels of ship hulls generally have more custom slots available.

ENG base hull destroyer.jpg


Say you play Britain and have somehow ended up in a war against Germany. Submarines are raiding your convoys and you are desperate for new escorts. Under the old system, you built a bunch of destroyers at a fixed cost, maybe spent some naval XP to upgrade their ASW capabilities and that was that. Under the new system, you take an early (read: cheap) light hull and strip out everything you don’t need. That ship is going to operate in the middle of the Atlantic, far away from enemy air, and the opponent has no carriers, so it needs little, if any, AA. The enemy surface fleet hasn’t shown itself in years, so you can skimp on the gun battery and the torpedo armament to cut down cost. You also go with the most basic set of engines to keep the ship as cheap as possible - it doesn’t have to be fast to catch a submarine. Instead, you load the ship down with depth charges and sonar modules to track down enemy submarines. The goal is to make a cheap convoy escort that can be mass-produced.

Britain destroyer Escort.jpg


However, Japan has been making aggressive noises recently and you expect to fight in the Pacific against enemy carrier battlegroups. So you start with a more more modern destroyer hull and add as much AA as it can carry to send it to help out Australia.

Britain Fleet Destroyer.jpg


Unfortunately, you miscalculated and the Japanese are running swarms of cheap, disposable destroyers with lots of torpedoes and not much else, using their carriers in a defensive role to provide air cover. So you design a light cruiser with plenty of guns to annihilate the destroyers before they can do too much damage. It won’t be cheap, but it’ll give you the edge - once it is in service. Somewhere along the line you’ll also want to build up a carrier battlegroup or two of your own, and that means you’ll have to also look at cruisers and battleships for escorts as well as the carriers themselves…thankfully you have a number of old battleships and cruisers lying around that could be given a second lease on life by refitting them (details to come in a future dev diary!)

A lot of these considerations come down to cost. We played around a bit with the idea of having ship hulls provide an amount of tonnage and modules cost some tonnage, but in the end we found that it was easier to understand if the number of variables restraining a design was fairly small. While the system will allow you to build super ships with naval attack values that dwarf the values you can reach in 1.5.4, they will not be cheap and they will have some other areas in which they are weak.

britain_hermes.jpg


The system also allows you to build a number of ship classes that have been requested a lot, without having to add new subtypes. A light carrier is just a carrier with fewer hangar modules (and thus considerably cheaper), an anti-aircraft cruiser is just a regular cruiser that mounts dual-purpose main guns (which perform somewhat poorly against surface targets compared to other armament options). A seaplane carrier is a cruiser that dedicates most of its custom slots to airplane launchers, giving it great surface detection at the cost of being bad at pretty much everything else.

Germany_panzerschiff.jpg


For some ship types we made special hull types that give special capabilities. The Panzerschiff hull is available for Germany and is essentially a cruiser that mounts a single battleship-grade heavy battery module. Sweden and other nordic countries get a special Coastal Defense Ship hull, which is slower than a regular cruiser but can also mount a battleship gun. The German pre-dreadnoughts have also been given their own hull type, but here it is more a case of missing capabilities…Most of these are set at game start, but some are available as special rewards for completing certain focuses.

germany_cruiser_submarine.jpg


As you may have guessed, modules are unlocked by researching technologies. Most of these are in the new and revised naval tech tree which isn’t ready to be shown off just yet, but some are spread around other tech trees. Radar research gives you access, unsurprisingly, to radar modules, and researching anti-air in the artillery tree unlocks better AA guns to mount on your ships. Fire control computers are a side branch of regular mechanical computing machines.

Here is brief list of modules for each ship type, note that some of this will not fully make sense until you see the details of the naval combat rework that is coming in a future dev diary (™):

Light Hulls:

- Light Battery: Provides some naval attack against other light ships, higher models also have dual-purpose capabilities to add AA

- Anti-Air: Provides some air attack

- Depth Charges: Provide sub attack

- Torpedoes: Provide some torpedo attack

- Mine Rails: Provide some mining capability

- Minesweeping Gear: Provides some capability to sweep mines

- Radar: Adds some surface detection. Later models also provide bonuses to naval and air attack

- Sonar: adds some submarine detection

- Fire Control System: adds a bonus to naval attack and anti-air

Cruisers:

  • Light Battery

  • Light Medium Battery: adds some more naval attack and armor piercing, better against light ships

  • Medium Battery: adds some naval attack and armor piercing against other heavy ships. Less effective against light ships.

  • Anti Air

  • Depth Charges

  • Torpedoes

  • Mine Rails

  • Secondary Battery: gives some attack against light ships, particularly useful for heavy cruisers and battleships. Later models have dual-purpose capability to also add AA value

  • Airplane Launcher: adds some surface and submarine detection

  • Armor: adds some armor to reduce incoming damage at the cost of speed

  • Radar

  • Sonar

  • Fire Control System

Heavy Hulls:

  • Heavy Battery: Adds a large amount of naval attack and armor piercing at the cost of speed. Basically useless against light ships.

  • Secondary Battery

  • Anti-Air

  • Armor

  • Airplane Launcher

  • Radar

  • Fire Control

Carriers:

  • Deck Space: Provides more space for planes

  • Deck Armor: provides some armor and HP at the cost of speed. Competes with Deck Space for slots

  • Anti-Air

  • Secondary battery

Submarines:

  • Torpedoes

  • Mines

  • Radar

  • Schnorkel: Reduces visibility of submarine

As you can see, your light hulls will carry a lot of weight to provide defense against submarines, but can also be turned into quite potent AA units or nasty torpedo boats. Cruisers are meant to be very flexible and fulfil a variety of roles, from being essentially super-heavy destroyers with plenty of torpedoes and guns to being the poor-man’s capital ship or being large, fast minelayers. Battleships and Battlecruisers are separated by different armor schemes and not much else, but with heavy armor being both labor and resource intensive, perhaps some corners could be cut…

britain Carrier.jpg


Carriers are now more flexible in terms of size, ranging from tiny carriers for a handful of planes all the way to 100+ plane supercarriers. That should make the entry into the carrier game somewhat achievable even for smaller nations. Submarines are still largely the same, but with some upgrades they can be very hard to find indeed and special submarines can lay as many mines as a dedicated minelaying cruiser for less cost and lower risk of detection.

While the ship designer window itself is going to be part of the DLC, the old naval tree you already know will simply unlock pre-scripted ship designs, and instead of the ship designer window you get the regular variant upgrade screen you are already familiar with.

Britain super battleship.jpg


Assuming that the Ship designer works out as we hope it does, we might expand the system to cover tanks and airplanes as well. Some of the backend was made with tanks and airplanes in mind, but we are mainly concerned with overloading the player with design choices during potentially hectic situations in the war (you are trying to micro the encirclement of 6th Army but you also need to design a new tank destroyer…). Ships have a long lead time so we expect you to have to design them less often.

That is all for the week. Next week we will talk a bit about what you can do with your old ships...and why you probably won’t be able to build min-max battleships on the first day of the game.


Rejected Titles:

Playing with LEGO-Ships

Who designs the designer?

Basically made just to allow Sweden to have its historically accurate fleet

This is a Panzerschiff. It schiffs Panzers.

Aviation Battleships are bad and you should feel bad.

This radar nonsense will never work

What’s wrong with my bloody ships today?

The spirits of Emperor Wilhelm II and Sir John Fisher were consulted for this feature

We ship Iowa/Musashi

RIP the torpedo battleship meta 12/6/2018-7/11/2018

The best ship design is Friendship

Count of people who ask about doing this for tanks and airplanes without reading the dev diary so far: 1
 
Last edited:
Looks interesting ;)

But please don't forget to rework the submarine gameplay itself aswell. Right now it's hopeless. A single destroyer is able to defend all convoys in a region, it simply finds the submarine at every attack it tries to do. And then we also have the problem that submarines doesn't seem to understand the meaning of "convoy raiding", they will gladly attack the entire Royal Navy just so they can sink that 1 convoy ship. Actually to be honest, the entire naval combat is broken. Today I had some convoys with units getting sunk even though my entire navy sat next to them, only because these convoys doesn't understand that they can turn around and head the other direction until the threat is gone.
 
Could you add extra fuel tanks or even the ability to carry troops as modules?
 
Also, could you perhaps eventually add for example MTBs as 3d models if I design a DD with pretty much just MTB-level weaponry and equipment?
 
This sounds excellent. However , i wonder how will the A.I handle this added complexity. I hope we won't be seeing A.I controlled battleships armed with destroyer size guns.
 
Hello, and welcome back for another look at what is probably my favourite feature of Man the Guns: the Ship Designer. It has cost us a lot to make - sweat, tears, sanity (several members of the team now understand the “Poi” meme).

The stated goal of Man the Guns is to make the naval gameplay more involved and adding more depth to it by adding more roles that need to be covered and giving the player new tools to fill these roles. We also wanted to make sure that we had a system that could represent a wide variety of ship types with a minimum of clutter. Finally, we wanted the system to be as moddable as possible.

As many of you have concluded from Daniel’s little accident on stream last week, we have overhauled ship types to be ship hulls instead. The ship hulls themselves are basically empty containers with no combat stats. For simplicity’s sake they do contain stats like cruising range and HP (although they don’t have to!), but the rest of the stats come from modules.

(It should be noted that a lot of the numbers and the GUI you are about to see are not completely final so please keep your pitchforks pointing downwards and your torches unlit)

View attachment 415873

Every hull type has a limited number of slots in which you can fit these modules, and also restricts what type of module you can fit. So a Destroyer - now called a Light Ship Hull - can’t mount heavy guns or airplane launchers but can mount depth charges, whereas a Battleship - now called a Heavy Ship Hull - can mount airplane launchers and heavy guns but not depth charges. These slots come in two flavors - fixed and custom slots. Fixed slots are things that are either mandatory - like the engines - or shouldn’t compete with other things. All ships except submarines have a fixed AA slot, for example. You don’t have to fill that slot if you want your ship to be completely helpless against air attacks, but you can also only ever mount AA guns in that slot. Custom slots are much more flexible and allow you to tailor a ship to a specific role. Higher levels of ship hulls generally have more custom slots available.

View attachment 415874

Say you play Britain and have somehow ended up in a war against Germany. Submarines are raiding your convoys and you are desperate for new escorts. Under the old system, you built a bunch of destroyers at a fixed cost, maybe spent some naval XP to upgrade their ASW capabilities and that was that. Under the new system, you take an early (read: cheap) light hull and strip out everything you don’t need. That ship is going to operate in the middle of the Atlantic, far away from enemy air, and the opponent has no carriers, so it needs little, if any, AA. The enemy surface fleet hasn’t shown itself in years, so you can skimp on the gun battery and the torpedo armament to cut down cost. You also go with the most basic set of engines to keep the ship as cheap as possible - it doesn’t have to be fast to catch a submarine. Instead, you load the ship down with depth charges and sonar modules to track down enemy submarines. The goal is to make a cheap convoy escort that can be mass-produced.

View attachment 415875

However, Japan has been making aggressive noises recently and you expect to fight in the Pacific against enemy carrier battlegroups. So you start with a more more modern destroyer hull and add as much AA as it can carry to send it to help out Australia.

View attachment 415876

Unfortunately, you miscalculated and the Japanese are running swarms of cheap, disposable destroyers with lots of torpedoes and not much else, using their carriers in a defensive role to provide air cover. So you design a light cruiser with plenty of guns to annihilate the destroyers before they can do too much damage. It won’t be cheap, but it’ll give you the edge - once it is in service. Somewhere along the line you’ll also want to build up a carrier battlegroup or two of your own, and that means you’ll have to also look at cruisers and battleships for escorts as well as the carriers themselves…thankfully you have a number of old battleships and cruisers lying around that could be given a second lease on life by refitting them (details to come in a future dev diary!)

A lot of these considerations come down to cost. We played around a bit with the idea of having ship hulls provide an amount of tonnage and modules cost some tonnage, but in the end we found that it was easier to understand if the number of variables restraining a design was fairly small. While the system will allow you to build super ships with naval attack values that dwarf the values you can reach in 1.5.4, they will not be cheap and they will have some other areas in which they are weak.

View attachment 415877

The system also allows you to build a number of ship classes that have been requested a lot, without having to add new subtypes. A light carrier is just a carrier with fewer hangar modules (and thus considerably cheaper), an anti-aircraft cruiser is just a regular cruiser that mounts dual-purpose main guns (which perform somewhat poorly against surface targets compared to other armament options). A seaplane carrier is a cruiser that dedicates most of its custom slots to airplane launchers, giving it great surface detection at the cost of being bad at pretty much everything else.

View attachment 415878

For some ship types we made special hull types that give special capabilities. The Panzerschiff hull is available for Germany and is essentially a cruiser that mounts a single battleship-grade heavy battery module. Sweden and other nordic countries get a special Coastal Defense Ship hull, which is slower than a regular cruiser but can also mount a battleship gun. The German pre-dreadnoughts have also been given their own hull type, but here it is more a case of missing capabilities…Most of these are set at game start, but some are available as special rewards for completing certain focuses.

View attachment 415879

As you may have guessed, modules are unlocked by researching technologies. Most of these are in the new and revised naval tech tree which isn’t ready to be shown off just yet, but some are spread around other tech trees. Radar research gives you access, unsurprisingly, to radar modules, and researching anti-air in the artillery tree unlocks better AA guns to mount on your ships. Fire control computers are a side branch of regular mechanical computing machines.

Here is brief list of modules for each ship type, note that some of this will not fully make sense until you see the details of the naval combat rework that is coming in a future dev diary (™):

Light Hulls:

- Light Battery: Provides some naval attack against other light ships, higher models also have dual-purpose capabilities to add AA

- Anti-Air: Provides some air attack

- Depth Charges: Provide sub attack

- Torpedoes: Provide some torpedo attack

- Mine Rails: Provide some mining capability

- Minesweeping Gear: Provides some capability to sweep mines

- Radar: Adds some surface detection. Later models also provide bonuses to naval and air attack

- Sonar: adds some submarine detection

- Fire Control System: adds a bonus to naval attack and anti-air

Cruisers:

  • Light Battery

  • Light Medium Battery: adds some more naval attack and armor piercing, better against light ships

  • Medium Battery: adds some naval attack and armor piercing against other heavy ships. Less effective against light ships.

  • Anti Air

  • Depth Charges

  • Torpedoes

  • Mine Rails

  • Secondary Battery: gives some attack against light ships, particularly useful for heavy cruisers and battleships. Later models have dual-purpose capability to also add AA value

  • Airplane Launcher: adds some surface and submarine detection

  • Armor: adds some armor to reduce incoming damage at the cost of speed

  • Radar

  • Sonar

  • Fire Control System

Heavy Hulls:

  • Heavy Battery: Adds a large amount of naval attack and armor piercing at the cost of speed. Basically useless against light ships.

  • Secondary Battery

  • Anti-Air

  • Armor

  • Airplane Launcher

  • Radar

  • Fire Control

Carriers:

  • Deck Space: Provides more space for planes

  • Deck Armor: provides some armor and HP at the cost of speed. Competes with Deck Space for slots

  • Anti-Air

  • Secondary battery

Submarines:

  • Torpedoes

  • Mines

  • Radar

  • Schnorkel: Reduces visibility of submarine

As you can see, your light hulls will carry a lot of weight to provide defense against submarines, but can also be turned into quite potent AA units or nasty torpedo boats. Cruisers are meant to be very flexible and fulfil a variety of roles, from being essentially super-heavy destroyers with plenty of torpedoes and guns to being the poor-man’s capital ship or being large, fast minelayers. Battleships and Battlecruisers are separated by different armor schemes and not much else, but with heavy armor being both labor and resource intensive, perhaps some corners could be cut…

View attachment 415880

Carriers are now more flexible in terms of size, ranging from tiny carriers for a handful of planes all the way to 100+ plane supercarriers. That should make the entry into the carrier game somewhat achievable even for smaller nations. Submarines are still largely the same, but with some upgrades they can be very hard to find indeed and special submarines can lay as many mines as a dedicated minelaying cruiser for less cost and lower risk of detection.

While the ship designer window itself is going to be part of the DLC, the old naval tree you already know will simply unlock pre-scripted ship designs, and instead of the ship designer window you get the regular variant upgrade screen you are already familiar with.

View attachment 415881

Assuming that the Ship designer works out as we hope it does, we might expand the system to cover tanks and airplanes as well. Some of the backend was made with tanks and airplanes in mind, but we are mainly concerned with overloading the player with design choices during potentially hectic situations in the war (you are trying to micro the encirclement of 6th Army but you also need to design a new tank destroyer…). Ships have a long lead time so we expect you to have to design them less often.

That is all for the week. Next week we will talk a bit about what you can do with your old ships...and why you probably won’t be able to build min-max battleships on the first day of the game.


Rejected Titles:

Playing with LEGO-Ships

Who designs the designer?

Basically made just to allow Sweden to have its historically accurate fleet

This is a Panzerschiff. It schiffs Panzers.

Aviation Battleships are bad and you should feel bad.

This radar nonsense will never work

What’s wrong with my bloody ships today?

The spirits of Emperor Wilhelm II and Sir John Fisher were consulted for this feature

We ship Iowa/Musashi

RIP the torpedo battleship meta 12/6/2018-7/11/2018

The best ship design is Friendship

Count of people who ask about doing this for tanks and airplanes without reading the dev diary so far: 1


I assume this means there will also be further tech for naval engines?
 
Heavy Battery: Adds a large amount of naval attack and armor piercing at the cost of speed. Basically useless against light ships.

Why should a heavy battery be useless agains light ships? They were not in reality, they had the most sophisticated fire control system available. Or does that mean the new combat system still sends stupidly all light ships at the enemy and you want to avoid in that artificial way that all are slaughtered?
 
This sounds excellent. However , i wonder how will the A.I handle this added complexity. I hope we won't be seeing A.I controlled battleships armed with destroyer size guns.

I am going to design that BB and call it the Wolf Class.
 
Why should a heavy battery be useless agains light ships? They were not in reality, they had the most sophisticated fire control system available. Or does that mean the new combat system still sends stupidly all light ships at the enemy and you want to avoid in that artificial way that all are slaughtered?

Because heavy batteries are HEAVY.

That means their slewing rate is slow and can be outmanuevered by faster ships.

Being accurate ‘when’ you shoot is not the same as being able to get sights on target rapidly, or track targets with the guns.

This is the same reason heavy cannons are bad against planes and PT boats.
 
Why should a heavy battery be useless agains light ships? They were not in reality, they had the most sophisticated fire control system available. Or does that mean the new combat system still sends stupidly all light ships at the enemy and you want to avoid in that artificial way that all are slaughtered?

Large caliber AP rounds tended to travel THROUGH destroyers.
 
Large caliber AP rounds tended to travel THROUGH destroyers.
calibre, i want calibres in tech trees too, and doble, triple or cuadruple torretns (damm french the never used it)
 
I am really looking forward to this DLC now, but I'm not holding my breath. Until the combat system itself can be fixed, which ties into how naval air missions and convoys currently ruin any battle they are involved in, I won't be purchasing.

Recent examples that have ruined my Z Plan, "stay out of war as long as possible" alternate history play with Germany:

1. The channel airspace is contested, with 3-1 advantage in fighters and support going against England/Allies and yet British naval bombers are able to decimate any enemy fleet... and yes I've got maximum radar and naval supremacy. IRL, those allied bombing missions would be torn to shreds if not disrupted.

2. In the far north sea, NE of scotland 100's of tactical bombers are hitting my ships which SHOULD be beating the meagre british force I've targeted, (i have carrier escorts and long range supremacy from Norway and Denmark), but somehow these enemy TAC based out of london are able to constantly be hitting my ships wave after wave? I don't buy it.

3. IN naval engagement after engagement, I've seen that the enemy squadrons are able to enter a naval combat with much more frequency despite being lower in number and further away... many times in the channel (where there are literally thousands of friendly planes), I'm lucky enough to get single digit air support with any frequency more than "150 hours ago".

4. Please rework the role of convoys acting as cheap, en-ending screens. My dozens of DD and CL should be able to target the BB that is causing the most damage to them.

5. Why do auto-detached to repair "mini" fleets have full ROE? They get picked off every time on the way home. Some do have it turned off, but many times I have to go in and manually turn off engagement button when I catch them in battles when they are super weak.

6. Instead of modelling naval combat as a spreadsheet of statistics, use the in-game mechanics you have already, like Day/Night and weather along with naval distances to be the main driver for engagement rules... what I mean is actually figure out how long it would take for an average ship like say a DD to transverse the channel at full speed ahead (I'm guessing it would take less than a day, since the ferry crossing is a couple hours on one of the big heavy modern ships). Visual range, radar detection and air patrols should have a greater affect on wether or not a ship can get "pulled into combat", but even then, if the fleet or task force it is in, dictates it is to avoid combat it should be able to clear the channel within a day and not be stuck in perpetual multi-day engagements there.

7. Is naval-air patrol a thing yet? Recon was huge, including over land to acquire targets and troop movements.

8. Also, once a naval engagement HAS begun, any ships or aircraft that are in range should be able to be brought to bare in that fight... essentially with radio and coordinates, it should be REALLY easy to bring your assets into it, not still statistically random...

9. Speaking of naval air recon/scouting/spotting missions, (whose success should be heavily weather dependant), you could basically jimmy-rig it as the current "air superiority" missions, but at least give us the long range recon aircraft that were so vital to spotting many of the initial combatants in famous naval decisions.


Sorry for the long ramble but this ship designer will be all-for naught if the "meat-grinding" naval (and air) combat system it feeds into is broken from a realism POV.

Thanks.
 
@Archangel85 - Is there, or could you add. or is there planned "Historical setup on ships" so when I research, for example 1940 Cruiser hull, that I'd have atleast roughly accurate base modules on it as a base suggestion? I feel like it'd be helpful to let some who are not quite in the know about Naval warfare and WW2 era ships to build our ships.
 
Since there are special medium hulls with heavy slots, will there be a representation of the British monitors, which were basically a single battleship turret and the minimum additional amount of ship needed to support said armament?
 
1) it breaks the combat system in several dozen ways
2) it was stupid historically and never used in combat
3) it was stupid
4) it was stupid
Well to say it was never used in combat would not be correct. Again it is part of mixing subs into the same game mechanics as the rest of naval combatants.

Historically it was not unusual, especially early in the war. for a sub to attack an unescorted convoy from the surface at night using its deck gun, or at least to use that gun to finish off damaged ships. Now it would have been stupid indeed to try to engage a destroyer with a sub' deck gun, but that is part of the flaw of even putting subs into fleet actions.

However, since the main reason for doing this was to conserve torpedoes, and since the game does not count torpedo ammo supply, there is no reason to include such guns in game.
 
As much as such effort is appreciated, I'm starting to feel that the game's developers are moving away from the whole point of simulating WW2. You're stuck in your own Stalingrad battling with technical design and meticulous focus tree tailoring while your flanks are heavily exposed: historical syncronisation among AI nations and their focus tree, and strategic redeployment across water. I'd trade without blinking a 1.1 version of tank and ship variants with a proper rework of historical and strategic deployment accuracy. It's frustrating to always witness a Winter War in July (if it does come eventually), Civil War in Bulgaria, Italy and Germany losing 85% of its navy after two months of war waging hence no possibility of ever seeing AI Germany to invade Norway (which was almost always accomplished in hoi3) and gets beaten in the Baltic Sea and North Sea by a combination of Dutch, Norwegian and Danish fleets. And don't get me started on Yugoslavia....
 
index.php


Max Range: 2400 km

https://en.wikipedia.org/wiki/Deutschland-class_cruiser

Range: 10,000 nmi (19,000 km; 12,000 mi) at 20 knots (37 km/h; 23 mph)

@Archangel85

(Thanks, just caught your last message as I was posting this!)
Those ranges do not mean the same thing, not at all. The 19k km range represents the entire cruise.

The HOI range sets an arbitrary distance at which a ship can deploy and then remain on station for a significant time conducting operations. Those numbers do not contradict each other. It does point to some of what is given up by abstracting things like fuel usage too much, as in time on station being indefinite in HOI rather than a finite period with a variable length depending on how far from base the ship was.