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froglegs

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Mar 10, 2005
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What is your historical source for the 4% dissent hit to the USA for the Nanjing event???

I really don't believe that the average American gave a rat's ass what happen to a foreigner in Asia at that time. They were too concerned with the failure of Roosevelt's socialist New Deal in 1938 and the 10% dissent hit from that.

Why is there such a severe manpower shortage in the 1936 and later period in the US? Economics 101 teaches that when the unemployment rate is between 15-25%, there is a manpower SURPLUS, not a manpower shortage.

What techs are needed to get improved CAG's? I can't find anything on it in the changelog unless I just missed it.

In March 1939 there are 1077 million spies (Commies no doubt) operating in the US. Sounds like Republican Senator Joe McCarthy wasn't makings thing up!

Where is it described exactly what naval logistic does? It is a new concept for HOI and need some sort of description. I can't find it anywhere in the changelog or readme unless I just missed it.
 
Dissent is here to balance slider moves.
Manpower represents trained soldiers not yet affected to units. There is a shortage so that you can't build more divisions during pre war than historically.
You need both INT/FIG and TAC techs to get CAGs via events.
Spy issue will be fixed.
Will add an in game description for naval logistic.

Thanks for the report. :)
 
I am up to Nov 1942 as USA. Germany is getting stomped by USSR. East Prussia has fallen and it looks grim for them. Italy/UK have been at a stalemate in Africa for over a year. Japan is advancing thru Burma and is nearing Calcutta.

It has been 11 months since Pearl and 6 BB's are at but ~50% repaired. The 40% cost/120% time setting in the misc file needs to be changed to something like 80% cost/60% time because historically the 6 BB's chosen to be repaired were all up and back in action in a year. The Oklahoma was chosen to provide parts and was scrapped. I have them (the damaged BB's)at a 80% infra, 10 naval base so that is not an issue.

When it was decided last year to increase the build time for the ships ( which I agree with) we forgot about the longer repair time that goes with that.

I have been interdicting the Coral Sea area the whole war with success. Got in 1 major carrier battle and the Japs lost 5 CV's and 2 CA's while I had 1 CV 75% damaged and 3 <15% damage. They had I believe 8 CV's to my 7 CV's in the battle. Nimitz was a level 6 to their guy who was just a level 3. I don't have much of an army or air force yet and I chose not to build any BB's -- couldn't afford to. I have by base IC's up to near 460 though.

I took a peek and Japan's TC was something like 700 to their limit of ~300. I normally fire an event that I write in my own custom games at game start to give them a 3.0 ratio rather than the 1.5 called for.

Nimitz, Halsey, and King are all level 6 before I turned autopromotion on. They can lead a CA fleet led by 1 CVL and close every time on anybody's carrier fleet -- even on Yamamoto.
 
You are right about repair time but this would also affect ground/air units which I don't want to. We must handle this case with a specific solution. Maybe reduce the damages inflicted by Pearl Harbor raid ? I was thinking to completely rewrite those events for WIF2. Maybe I can do it now if you provide me some ideas.
 
Well, actually the build time is way too short for the infantry in the game for instance. According to what I dug up a couple of years ago it took exactly 1 year to have a newly formed US infantry division ready for action -- and that was starting with a 10% core of experienced cadre that came from another experienced unit. Now -- maybe the US were slow learners, but I contend that the same was true as well for all armies.

I did my own version of vanilla and your mod as well last year where I had ~1 year build times for infantry etc. It seemed to work OK. My buddies in multi-player though did not like it though. It takes a lot of planning and that takes time up in the game.

Even if you fix the time for the Pearl Harbour ships, what about those damaged in normal combat? My carrier that suffered 65% damage in a battle is now at only 53% strength nearly 6 months later so what about that?

What seems to be missing in naval combat is the "critical hit" factor. I used to play a naval combat simulation game back in the early 1970s called "Sea Power" I think. Each simutaneous round of combat was something like 5 or 10 minutes. Besides calculating for ship, rate of fire, shell size etc., there was a small but significant chance for a "critical hit". This could represent say the HMS Hood suddenly exploding or a torpedo hitting the rudder of the Bismark. The lasting impression that I have from that game is that the "critical hit" was the cause of nearly half of all ship sinkings. Or at least forcing a ship to withdraw from combat -- like from losing fire control or whatever.

Right now my suggestion is to increase build time for almost all combat units to get it in line with the ships. People will complain though because it makes the game too difficult.

If you don't except the added build times for all units then a finesse is needed. I don't know that much about the game engine stuff -- but is there some sort of way of building a ship in steps -- like say building a level 1 BB, upgrading to a level 2, etc until it is at it's final level. And you can only build level 1 but can reach higher levels through the up-grade process? I know -- I am just looking for a finesse to get around it.
 
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Give me a couple of hours to find it. I have to search a couple of external hard drives for it.
 
Fernando -- look at :

www.sendspace.com/file/78pw2c

for the rar file. Build times and cost are changed. It was for my modified version of your last Gold WIF from Sept 2008.

Hope this helps.

I need to check if I covered brigades attached too. If not brigade cost and time need to be modified. At least what I have here can be a starting point. It was play tested by me and my buddies last year.
 
So overall, divisions are longer to build but cheaper. Do you end up having more divisions (especially in solo games) ?
What does it change to gameplay from your experience ? (does it for instance force people to invest in navy since manpower is quickly wasted with ground units ?)

(I would be okay to increase build times but I am reluctant to reduce costs)
 
Overall cost is not reduced. If you finance a car for 1 year and your payments are $500 per month, you pay $6000 overall. If you finance it for 5 years and your payments are just $100 per month but you still pay the same $6000. This of course assumes an interest rate of 0%.

If you increase build time, you must decrease build cost (per day) to be consistant.
 
Of course the IC-per-day cost remains the same.

No -- IC cost per day is cheaper, overall cost (IC cost per day X number of days) remains the same.

The main effect that I saw was that everybody was slower to mobalize their forces. Germany tended to have maybe only 5 armor divisions for the attack on Poland and ~ 10 for the attack on France.

The Anglo-Italian forces in N. Africa were a lot smaller in 1940-1941.

Coupled with my own house rules for the USA, they had a small ground force even by the time of the Torch Landings in NOV 1942. If it takes a year to build an infantry instead of 60 days, then deployment is 300 days later. See what I am getting at?

There were not hugh stacks of carriers for either side in the Pacific until late 1943.

Another benefit is that long gearing runs of say 25 inf are non-existant. The AI never takes full benefit of gearing as you well know. Now the human player will not have more than say 5 inf in a run because it may take 3.5 years to get them all done.
 
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Seems right to me. There needs to be more GER, SOV, JAP testing with it I am sure. I mainly tested it with the US while my buddies played GER & SOV. The GER player was accustomed to the vanilla HOI GER play and felt frustrated at times but some of that was because GoldWIF puts a strain on GER anyway. Slower combat etc.