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Konig15

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Dec 3, 2003
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Well I was playing Germany in .22 and not being ver experinced with naval units in vanilla, I have to ask, what is up with the transports and carriers.

I mean I can build a conversion carrier in 50 days. The nearest cap ship to that is a heavy cruiser at about 400 days. I could for about the same IC build one HC or EIGHT Carriers. Even with the planes needing to be built, conversion carriers seems to offer the best bag for the buck, and better yet, a fleet centered around them can be built FAST. I know the carriers themselbves are crap, but if I recall, none of the carriers by themselves are anything to gawk at, it's the planes right?

And the mutlitude of transports. Why? I looked at the stats on the six types and the one that hit the mark was TRA-2, the Atlanits raider. It was fastest to build had at least second best range and good speed. I didn't see a need to sink money into any of the others. Are they just in for flavor? Cause if not I think the transports need to be rebalanced, like making the coastal fishing transports dirt cheap so the German player can be tempted to pull a Sealion or something

Mind you I'm not an insider by any means, I simply heard good things about CORE, and decided to try it. And here's some feedback, for whatever it's worth.
 
I believe the low cost of CV1 was a mistake and it’s corrected in 0.25.

The other question about transports is probably best answered by MateDow, dec152000 or some other member of the CORE team. As I have interpreted it they are in the game to allow different types of vessels used as transports to be modelled. I think someone said that it was intended to come some transports in the mobilisation events, but I don’t think that is implemented yet.
 
When it comes to carriers it's not just the planes. The CAG brigade gives the carriers their offensive punch, but things like sea defence, detection, and range are mostly factored into the carrier type. So while conversion carriers might give you bang for the buck against surface fleets they're small change when opposed by more sophisticated carrier types.

The transport issue is a thorny one and parts of it are under review. The guiding rationale is that transports aren't just transports. In game terms they also constitute an amphibious assault capacity, and as I understand it what MateDow is attempting to do with the various transport types is reflect different ways in which these two functions might be married.
 
Konig15 said:
...
And the mutlitude of transports. Why? I looked at the stats on the six types and the one that hit the mark was TRA-2, the Atlanits raider. It was fastest to build had at least second best range and good speed. I didn't see a need to sink money into any of the others. Are they just in for flavor? Cause if not I think the transports need to be rebalanced, like making the coastal fishing transports dirt cheap so the German player can be tempted to pull a Sealion or something
...


My _assumption_ with the Atlantis Raider is that it is just that, a raider and _not_ a transport. But I have no proof for that. Maybe one of the mod makers could clarify. Or even better work on the FAQ. ;)

Historically those ships have been used on far away theatres, where chances were good to find unprotected transports and not many war ships.
 
Konig15 said:
Well I was playing Germany in .22 and not being ver experinced with naval units in vanilla, I have to ask, what is up with the transports and carriers.

OK, I will try and answer your questions.


I mean I can build a conversion carrier in 50 days. The nearest cap ship to that is a heavy cruiser at about 400 days. I could for about the same IC build one HC or EIGHT Carriers. Even with the planes needing to be built, conversion carriers seems to offer the best bag for the buck, and better yet, a fleet centered around them can be built FAST. I know the carriers themselbves are crap, but if I recall, none of the carriers by themselves are anything to gawk at, it's the planes right?

This is a typo that managed to sneak through for earlier versions. This mistake has been fixed in the 0.25 release for DD.


And the mutlitude of transports. Why? I looked at the stats on the six types and the one that hit the mark was TRA-2, the Atlanits raider. It was fastest to build had at least second best range and good speed. I didn't see a need to sink money into any of the others. Are they just in for flavor? Cause if not I think the transports need to be rebalanced, like making the coastal fishing transports dirt cheap so the German player can be tempted to pull a Sealion or something

The multitude of transports is for historical flavor. They all carry the same amount of equipment, so the main differences are in their defense and speed.

The raider model is intended to model the Atlantis-class raiders and other auxilliary cruisers. Unfortunately, we have not been able to remove their ability to carry troops. This means that they will probably be removed from being able to be built.


Mind you I'm not an insider by any means, I simply heard good things about CORE, and decided to try it. And here's some feedback, for whatever it's worth.

Thank you for the feedback. I hope that you are enjoying your experience.