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smark74 said:
(...)

application = { # Peacetime Industry
id = 4003
name = "Peacetime Industry"
desc = "During peactime the workers work normally just on daytime, the work is done as per contrakt and the Industry dosnt prioritize millitary projects. As war starts then Production sometimes starts to be done in shifts or around the clock and there is a increased pressure to see the equipment finished for opperation, millitary production is prioritized."

required = { } #Fixed tec - change some areas here
chance = 90
cost = 12
time = 150
neg_offset = 30
pos_offset = 60

effects = {
command = { type = build_cost which = battleship when = now value = -3 } #(-50%IC) avrage IC is 13
command = { type = build_time which = battleship when = now value = +350 } #(+50%Days) avrage is 700 for all BB + 50%

}
}

I think this might work (or replace values with fixed nr).
(...)

On the side whole discussion (which IMO is not that complicated - MateDow wants historical German ships in 1936, Smark don't want Germany able to launch 8+ division amphibious assaults), about this tech...

It will be of course countered by "Wartime production", right? Ok, so it will work nicely at the start, but when the war breaks up, BB's started before the war will keep their production time/cost. Tech changes connected with time/cost are applied only to the new builds, not to the ones that are already in the queue. :(

It means, that if someone starts building his BB right before the war, he would have to wait all the "peace production" time for finishing it.
 
smark74 said:
In HSR we (I have only made a modest contibution) have made a event that is activated when Denmark is annexed (as well as for most other european nations), Germany gets MP -25 (occupation Troops & Garrison forces), supplys -200 (cost equipment etc.), Influence +1 Gain 1 Tec, 1 TP unit, industry -5 in Köbenhavn (the population isnt cooperating) and finally dissident -1.
here

In all due respect I just dont see these effect reflecting history. The ones I have problems with are these:

Gain 1 tech: I somehow fail to see which tech's Germany could possibly gain from Denmark. With the exception of the 25mm, Motorcycle mounted AT gun, we had neither a weapon nor industrial tech that the Germans didnt have themselves.

Industry -5 in København: The Danish government during the occupation years led a policy of Non-Hindrence to the German Occupants and this included the Co-operation of Danish Companies to help with production to the German Wehrmacht. There are two scenarios here you should consider.

1) Denmark is annexed like in your case, In Hoi terms this leads to a 33%(I belive, maybe 30%) usage of Danish industry by the Germans(+15-25% from german ministers maybe), so a max of 58% of Danish IC is available to the Germans. This already takes into account the drop you proppose, due to non co-opereation.

2) Denmark is Puppeted: In this case I strongly suggest you take a look at the Danish Occupation events in CORE, as they are quite thorough.

Ghost_dk
 
Ilkhold said:
I read, that they got what you were saying and the answer was along this: "Planing, pre-construction or design are not part of building in HoI terms, but part of research and play decisions."
I can decide in 1936 that I want to start building a Battleship in 1937, thus I am planning, but not building.

Exactly! (you got here first Ilkhold! :) )
Pre-production planning of the construction of warships can be abstracted by the player as "Hmm, do I want to expand my navy?", as soon as the ship is laid down, THEN it can be considering being under construction and her crew being trained.
 
Ghost_dk said:
Gain 1 tech: I somehow fail to see which tech's Germany could possibly gain from Denmark. With the exception of the 25mm, Motorcycle mounted AT gun, we had neither a weapon nor industrial tech that the Germans didnt have themselves.
I agree that gaining just any tech seems wrong. However you could simulate a historic effect with the 'steal tech' command. That way you cannot get what isn't there. Of course that can only work if you trigger that event before annexation.
 
Denmark had a 25mm motorcycle mounted AA gun?! I'd really like a picture of that! :D
I think if Germany get's a triggered steal tech gain it would create precedence for every country that annexes another to steal a tech from their vanquished opponent. This isn't actually a bad thing....
 
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Semi-Lobster said:
Denmark had a 25mm motorcycle mounted AA gun?! I'd really like a picture of that! :D
I think if Germany get's a triggered steal tech gain it would create precedence for every country that annexes another to steal a tech from their vanquished opponent. This isn't actually a bad....
... just a huge heap of events.

One would have to do it nation independent, but I think HoI doesn't support anything like that apart from random events.
 
I guess you're right, it would need lots of work to do but I think it could be implementable, it could basically be the steal tech event if you occupy the capital and half the country, of course, my ideas tend to be like this so it's ok if this won't get in, more work for you guys!
 
Semi-Lobster said:
Denmark had a 25mm motorcycle mounted AA gun?! I'd really like a picture of that! :D
I think if Germany get's a triggered steal tech gain it would create precedence for every country that annexes another to steal a tech from their vanquished opponent. This isn't actually a bad....

Actually it was both and AA and an AT variant but I've been trying to hunt down a picture of it ever since I first saw a reference to it in the ASL board game. Apperently it did manage to blow the tracks of a few verhicles during the invasion but there were only a few around, so they didn't make a real difference.

Ghost_dk

Edit: they were mounted on a Nimbus Motorcycle with the mount on a sidewagon.

This is a regular variant of nimbus with sidewagon from the period

Link
 
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Very interesting! I've only heard about German motorcycles being armed with anything, but then again, I don't know much about fighting vehicles that aren't tanks, APCs or armoured cars
 
smark74 said:
(...)And Well as I stated this is a HSR mod I dont know about the Danish events...:) (...)

Smark, that's exactly the point. Adding things to CORE mean integration, not creating something entirely new. What in HSR is great (doctrine for free!) in CORE might be too easy.

Discussing things "forever" actually is not that bad. We are not going to add any big changes in few days - so we can discuss all pros and cons of any given solution. Actually, that's how we work in CORE. :)

Before the release we want to be sure that we have chosen the right solution - because when all the players start asking "why?" "what is that for?" we have to give them straight answers, instead of "ask Smark, it's his part" or "I don't know, I was against this change". :D

As I understand, there (in Naval part) are two main problems:

1) ships in build (certain ships are missing),

2) transports (too easy invasions).

About point (1) - I leave it entirely to Mate and Lobster and you.

Some points though - for me it's not that different if those ships are in 1936 scenario in build or not. German building queue in 1936 is so packed by other ships, that it's actually not that bad to have some more IC to spare... ;) But if you add those BB's, it's fine be me. On the other hand, if I can simple build them, it's not that important to put them in initial production. Personally I don't mind if AI got them, or not, it's not able to use them properly anyway.

Smark - your experience with HSR makes you miss some points about CORE mechanics. Contrary to the SR mods, AI controlled nations are more vulnerable on changes in IC/dissent/resources. Adding those ships to initial building queue results in less IC on R&D in critical, pre-war period. If it means even one less tech for AI controlled Germany, I say to hell with Bismarck/Tirpitz. As I said - AI is not able to use them as it should.

About point (2) - we have to decide, if we want historical German transport fleet with historical models, or historical German amphibious ability, then modify all the OOB's/events to meet this goal. And I strongly suggest to wait actual modifications for 1.06. It really got not much sense to change code now, when serious change of all naval rules is on the way. For now, we can decide, which thing is more important - limiting German invasions (important - human player's invasions, not AI ones) or keeping historical OOB, even if it allows exploiting that by human players.
 
I understand that everyone should wait until patch 1.06 is out before making some further modifications but I wanted to post something to see what people here thought, if anyone else here had thought about this and/or if this was possible...

Has any thought been put into actual speed of Fleets? To me it 'seems' they still move too fast.
Perhaps Decreasing their speed a bit more would cut down on the desire to stack and force players to have multiple fleets to cover a wider area.

Also...From what I can tell, Planes from Carriers should have an order of attack when attacking Fleets. CVs first (say 90%) then BB, etc... Though Carrier Plane losses should be higher in Fleet battles involving CV vs CV with planes. Fleet battles, CV with planes vs other Non CV Fleets, Planes should loose less and have a higher kill rate.
Doing this in my eyes, would be more accurate with Naval Fleet CV battles and put more focus on CV and their planes which it should be.

Thougths on this??
 
Indiana said:
(...)Also...From what I can tell, Planes from Carriers should have an order of attack when attacking Fleets. CVs first (say 90%) then BB, etc... Though Carrier Plane losses should be higher in Fleet battles involving CV vs CV with planes. Fleet battles, CV with planes vs other Non CV Fleets, Planes should loose less and have a higher kill rate.(...)

It actually happens, or at least should be. One of the features of 1.05b (or c) was automatic mechanism of adding carrier planes to naval battles. Of course the order should be different (not all at once, but planes first, then ships), but that's whole different story...
 
Copper Nicus said:
It actually happens, or at least should be. One of the features of 1.05b (or c) was automatic mechanism of adding carrier planes to naval battles. Of course the order should be different (not all at once, but planes first, then ships), but that's whole different story...

Strange...I tend to loose a lot of other ships before my CVs.

On a side note:
My Carrier planes still never land back on my CVs after the battle and only ~70% of the time when my CVs leave the sea Zones. The other ~30% of the time, my planes are still in the middle of the ocean flying around. Talk about aggravating.
 
US CVE Question

Hey Naval maestros,

Quick question. Is C.O.R.E. able to (or does it already) model the transfer of around 30 CVE Escort Carriers from the US production queue to the UK fleet? Thanks in advance.
 
ArmdChair said:
Hey Naval maestros,

Quick question. Is C.O.R.E. able to (or does it already) model the transfer of around 30 CVE Escort Carriers from the US production queue to the UK fleet? Thanks in advance.

I guess Mate Dow should be the best person to answer, but from my knowledge of HoI mechanics - no, it's not possible.

Adding units can be only done by creating new ones (for the UK) in event, and it's not possible to specify, what model of CV (or any other unit) we want to be created.

Effectively it means, that UK can get 30 large carriers instead of escorts - all depends, which CV model was invented as the last one. :(
 
MateDow said:
Smark74: On the other thread you asked how you get something added into CORE. For at least the naval section, you have to convince me and the rest of the people that regularly contribute that your way is correct and a better way to do things than is currently done. If you do that, it will be put into the next release of CORE.

Hi

I'm mad enought to give it a go :) I have some knowledge of naval history and would like to help.

Maybe some of this is stuff that's been hashed out before - my apologies if so
(but directions to or summaries of the arguments would be appreciated). Also, apologies in advance for errors or things that have been superseded by the next version of CORE.

Just played my first CORE game – loved it, may never go back to Vanilla.

But I do have a few questions/issues about the Naval models and OOB (my pet subject).

Models first. For the most part I really like the models – they’re things that should be done to Vanilla.
Just a few concerns though:

1. Do you really think the pre-dreadnaughts should have an attack 75% of that of a dreadnaught? A broadside from a typical dreadnaught would have been 8-10 x 12” or 13.5”. That of a pre-dreadnaught perhaps 4x11” or 12” and maybe 3(or so) x 9.2” (or something like that). I think a sea attack of 10 would be better. They were also affected by the difficulties of distinguising between the splashes of the main and secondary batteries, reducing the raw effectiveness of their guns.

2. I'm sorry but I have to think the armoured cruiser is over-rated as it stands. It is currently far superior to the Treaty Heavy Cruiser (attack/defence 9/8 vs. 8/3). Even if they had impressive armour thicknesses (typically around a six inch belt and a two inch deck) their subdivision and armour arrangement was completely obsolete by the 30’s – these are very old ships (I can’t think of any launched post-1905). I would say a defence of 6 at best (possibly even 5).
While their armament may look impressive on paper (for example, SMS Scharnhorst at 8x8” and 6x5.9”, HMS Minotaur at 4x9.2” and 10x7.5”) not all guns could fire on a single broadside (6x8” and 3x5.9” for SMS Scharhorst, 4x9.2” and 5x7.5” for HMS Minotaur). Some of the main and all of the secondary were typically in casemates or situated on lower decks, which reduced the gun’s effectiveness. They also suffered from the difficulties of sighting and laying mixed batteries. As a result I would say an attack of 5 or 6 would be better.
Together this would make them superior to their contemporaries but inferior to latter ships, which sounds right. The armoured cruiser was an obsolete type – no major power built them after about 1906. But as it stands they are a very sound investment, having superior attack and defence, but equal cost, to a post treaty heavy cruiser.

3. Speaking of the Treaty Heavy Cruiser should its basic defence really be less than that of the Treaty Light Cruiser? I think the Treaty Heavy Cruiser should have a defence of 5 – it fits much better into the sequence then.

4. The Pocket battleship is also well overrated at attack 11 defence 8. The only example of the type was the Deutschland class - and they were really cruisers armed with 11" guns:
6x11” main armament
2.25”-3” belt (or 60mm-80mm, depending on source)
1.5” deck
3.5”-5.5” main turret
11,700t standard displacement
Their displacement and armour is almost indistinguishable from contemporary cruisers.

Compare to Treaty Heavy Cruisers:
British 8x8” cruiser
8x8” main armament
1” belt
1”-4” ammunition box
1” turrets
10,000t standard displacement

Pola
8x8” main armament
100mm-150mm belt
20mm-70mm deck
120mm-150mm main turret
11,700t standard displacement

Duquesne
8x8” main armament
1” belt
1” box citadel
1” main turret
10,000t standard displacement

Hipper
8x8” main armament
1.5”-3.25” belt
0.5”-1.25” deck
2.25”-6.25” main turret
14,00t standard displacement
I could go on, but I think the idea is clear. Now I think a case could be made that the German and Italian cruisers are actually post-treaty, but even that says that the pocket battleship’s sea defence should, at best, be the same as a post treaty cruiser’s – that is 6, not 8. Perhaps a defence of 5 is not out of the question.
As to its attack, well they had two-thirds the guns of the Scharnhorst’s. Small treaty battlecruisers have an attack of 14 – give the pocket battleships 2/3 of that – 9 or 10. Actually 10 attack, 5 defence sounds right – better attack but weaker defence than a post-treaty heavy cruiser.

5. The sloop type. Different navies used the term “sloop” to refer to very different types. For example, the British Hastings class (Folkestone, Hastings, Penzance, Scarborough) which you have represented as separate vessels were
1045t standard displacement
16.5kts
2x4”, 2x3pr, some DC
This shows the way the British used “sloop” – for convoy escorts of 1000-2000t, in ship-to-ship combat terms inferior to a destroyer. I know there are some ships called “sloops” with, for example, 6x6” guns, but this just shows you can’t use the type name as definitive. Rating the UK sloops as a cruiser type both overrates them and prevents them being used as escorts – under the current CORE classifications these ships would be better rated as corvettes – and I’m assuming it would, as usual, take multiple actual such ships to make a HOI destroyer type-unit. By the way these comments also apply to the UK Shoreham class (almost identical statistics as the Hastings) – I haven’t checked further. Anyway, what I'm saying is more of an OOB issue than a models issue - the sloop type you have existed (ie a very light cruiser) but some of the things you've used that model for should have used a different model (even if they were historicallly called "sloops")

I can extend all the above with further examples - but didn't want to to start with. Thoughts?

Michael
 
As I fancy myself pretty knowledgeable with sloops I'll give it a go seeing as how I don't really have the authority to make changes such as that but I do agree that armoured cruiser ability to bring their guns to bear on an enemy should lower their attack, but you have to take into account that armoured cruisers also represent small coastal defence ships (although I can think of only two ships that actually are used this way in the game), just like how protected cruisers also represent light minelaying cruisers such as the French Pluton.

As for sloops, if you notice, sloops aren't very good, but I think important enough to be put above destroyers (and like in real life, they get eclipsed by destroyers who get more upgrades and by the end of the game, are much stronger then sloops). On the Hastings (actually Bridgewater) class of sloops, their full displacement was 1,600 t, and their standard displacement on later ships of her class was 1,105 t. A sloops basic attack is 1 (2 if your playing as a country who starts off with more naval tech). With that alone would be a proper attack for them. Also sloops where usually used as 'colonial capital ships', used in far off regions and used to patrol their waters and such. They where generally multi-purpose ships, capable of ship to ship engagements, escort duty and launching depth charges, minelaying etc. The best point (historically) for 'sloops' was the London Naval Conference of 1930 whose purpose was to restrict the number of major warships being fielded. The Conference defined 'sloops' as a capital ship under 2000t, armed with guns under 154mm and capable of under 20 knots, these ships where exempt from the ban. The penultimate sloops where the American Erie class and the French Bougainville class sloops. Both barely and sometimes exceeding at full displacement, the treaty's requirement of the ship to be under 2000t.

Therefore the sloop can be considered a capital ship as it was included in the conference but was considerably light enough to not have restrictions imposed on them. Also 'sloops' in C.O.R.E. terms also means, very large gunboats capable of actually being able to take on larger ships, and having a deep enough draught to stay afloat in the ocean, usually though they have a been edited at the beginning of the game to make them slower then the generic sloop parameters we put in.

Also sloops where a major factor in the war. In the Indochina War (also know as the Franco-Siamese War) in 1941, a Vichy French fleet consisting of the light cruiser Lamotte-Picquet, the Bougainville class sloops, the Amiral Charner, the Dumont d’Urville and the two light sloops the Marne and Tahure (which are not in the game as they where too light, i.e. under 860t) took on the much larger Thai fleet at Koh Chang on January 17th, 1941. The French wiped the floor with them, sinking the torpedo boats Trad, Chonburi and Songkhla and beaching the Sri Ayuthia and Dhonburi coastal defence ships. The two Thai sloops, the Meklong and the Tachin managed to get away unharmed along with a few light minelayers, and motor gunboats (the Tachin is still intact and is now on display in a Thai Naval Museum who's name escapes me right now), well anyway I think sloops are fine as the most basic level of cruiser but yes, they are sorta like corvettes but really, serve a different role then them.

I have written a one page reason my I wuv sloops.... :p
 
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mhitchens1963 said:
Hi

4. The Pocket battleship is also well overrated at attack 11 defence 8. The only example of the type was the Deutschland class - and they were really cruisers armed with 11" guns:
6x11” main armament
2.25”-3” belt (or 60mm-80mm, depending on source)
1.5” deck
3.5”-5.5” main turret
11,700t standard displacement
Their displacement and armour is almost indistinguishable from contemporary cruisers.

Compare to Treaty Heavy Cruisers:
British 8x8” cruiser
8x8” main armament
1” belt
1”-4” ammunition box
1” turrets
10,000t standard displacement

Pola
8x8” main armament
100mm-150mm belt
20mm-70mm deck
120mm-150mm main turret
11,700t standard displacement

Duquesne
8x8” main armament
1” belt
1” box citadel
1” main turret
10,000t standard displacement

Hipper
8x8” main armament
1.5”-3.25” belt
0.5”-1.25” deck
2.25”-6.25” main turret
14,00t standard displacement
I could go on, but I think the idea is clear. Now I think a case could be made that the German and Italian cruisers are actually post-treaty, but even that says that the pocket battleship’s sea defence should, at best, be the same as a post treaty cruiser’s – that is 6, not 8. Perhaps a defence of 5 is not out of the question.
As to its attack, well they had two-thirds the guns of the Scharnhorst’s. Small treaty battlecruisers have an attack of 14 – give the pocket battleships 2/3 of that – 9 or 10. Actually 10 attack, 5 defence sounds right – better attack but weaker defence than a post-treaty heavy cruiser.

I can extend all the above with further examples - but didn't want to to start with. Thoughts?

Michael

Correct me if I am wrong but weren't Pocketbattleships better because of there increased increased Fire Power and increased speed at the sacrifice of Armor? These ships were effective because of their speed with increased Fire Power.
Also...maybe I am misreading but isn't the Scharnhorst a Pocket Battleship?
EDIT: I am wrong here..ooops.
To me it would be logical that their Attack should be greater then normal as well as speed but defense less than normal.

I can post more later. I have more documentation I will have to go back and look at in order to reference...as well as relook at the attack/defense of each of those.

EDIT:
I agree with you that I think the Pocket Battleships Defense should be that as a Post Treaty Heavy Cruiser of 6, though I disagree lowering the Attack value at this point. 11 seems good.
 
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The Scharnhorst and the Gneisenau where both regular battleships( small treaty battlecruiser in C.O.R.E.). They had a displacement of 34,850 t (full displacement was 38,900 t), armed with 9 × 280mm, 12 × 150mm, 14 × 105mm, 16 × 37mm and 10 × 20mm, they had a top speed of 31.5 knots and an armour belt of 350-170mm on the sides, 50mm on the deck, 100-75mm on the armoured deck, 355mm on the main turret faces, 135mm on the secondary turret faces and 350mm on the conning tower.
 
I think the Harald Haarfagre and the Tordenskjold should NOT be model 0 coastal defence battleships, they where not only, light (3,645 t, 3,920 t at full displacement), they where only armed with 2 × 210mm, 6 × 120mm, 8 × 76mm, 2 × 20mm, 6 × MG, and 2 × TT 450mm. They should be model 2 armoured cruisers instead, infact, the Norge and the Eidsvold should be to, really, you can really compared them to the Sewdish Sverige class can you? It's not really the displacement but rather their armament.