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Concerning a human USA game -- The conclusion that I have come to is:

By doubling the production time and halving the cost of all ships and all ground units except militia, the US war entry effect is slowed down to more historical of a time frame. Since US is so slow to gear up, this will affect the size of their military the most -- as it should.

Some sort of series of unprepard events are needed that reduce the orginazition of the US army that is restored in steps (~August 1942 and ~August 1943) I have written such events. The initial AI Japanese "banzai" effect need to be increased and reduced in steps (mid 1942 & early 1943). I have written such events.

Italy needs locked garrison. I have added them.

UK need a locked garrison in Alexandria -- I have one.

China's ground forces are much too strong. I have taken steps for this -- still needs some work. Currently, Japan AI can take out China AI ~25% to 75% of the time in 1-2 years with my changes. I am just not quite sure which % of conquest is wanted.

A "Pearl attack/ Jap Pacific banzai effect" is needed. I have this done. A series of events give Japan key historic island in early days of Pacific war.

Again -- I am mainly working on a USA human player game, but some of the changes can be applied to the whole.
 
Playing human SOV, I won the race to Berlin (just), with AI USA taking France, Belgium, Holland, Denmark. I turned down the post war, re-organise Europe event (cant remember its title). Denmark was created, but France only retook mainland Vichy, not the rest of France. This seemed to mess up USA, it didnt seem able to make much progress against JAP. I had to temporarily load up as USA, give all the mainland European provinces back to France, Belgium, Holland. I also created GFR & Luxembourg. Then, when back as SOV, the AI moved the capitals of France, Belgium, Holland back to the European mainland. Can the post war events please be modified to correct this ?
 
Battle scenario Battle of the Bulge:

The German AI does nothing, at all. That is all.

*The air ai works, but the Germans never attack. If you pull back from the front line and leave empty provinces, they finally move abit. But sommits wrong with the Bulge scenario.

This is the same on Darkest hour too.... it seems the AI just can't handle the battle scenarios anymore.
 
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USA doesnt join the Allies:
Havent had a good look thru this thread, apologies if already discussed, but does anyone know what is wrong with the event for the USA to join the allies. Another example of this failure that I have is: Myself JAP SP. Late 1943. USA is at war with JAP & GER & Vichy. ENG is at war with JAP & GER. GER is at war with SOV, GER has taken Baku, Leningrad, Stalingrad but not Moscow. ITA has taken most of Africa, not Sth Africa. I (JAP) declared war on USA about March 1942.
 
There is no event for USA to join allies. It usually happens a few days after Japan declared war on USA and to allies after that. It appars that USA did declare war on Germany itself. Maybe waiting will change it.
 
There is plenty wrong with the JA/China balance. China seems to be raising 2-300 divs which from a manpower view is perfectly reasonable but preposterous for being able to equip and supply them, especially in view of the legendary levels of corruption. In addition NAT seems to be able to quite happily upgrade them all from 36 to 39 pattern and beyond, and all on an base of 40 or so IC. If I could do this for Germany I'd be someone to watch out for...
While JA historically couldn't take china, by the same token the natchi army was almost totally ineffective in attack and this is not what happens in the game when it has 300 divs to play with. The current level of NAT strength looks a lot like another nerf that should have done differently. What really prevented the Japanese from doing more was lack of supply and inability to pacify the countryside. There was never any realistic possibility of more than localised attacks from the NATs.
I suggest the following:
--a new level of supply 'Defense supply' where attack factors are halved but defence factors are as at present. This would replace the current default of attack and defence factors at 100%. It would promote stalemate where resources are scarce--e.g. JA vs NAT, without requiring a big strength nerf, and is reasonable in that many sectors in many theatres were 'quiet' a lot of the time.
--Change 'Offensive Supply' to be attack and defence at 100% which is currently standard supply. Maybe let arm/mot/mech units have 100/100 all the time and perhaps 110 or 120% attack value for offensive--they were dangerous at all times and places, and the war ebbed and flowed around them. This is one way to do Barbarossa shock effect, for example. By the same token, these high-tech units are (or should be) few in number and their relative value is not high enough at present.
--make it more difficult to achieve 'Offensive Supply' e.g. require an HQ within one province as per the current command bonus. Furthermore require the HQ to wait before reissuing Offensive supply so they can't be shuttled around the front firing off groups of attackers, or possibly make the HQ immobile while Offensive is in force. This would actually model nicely that offensives tended to run out of steam as the attackers got further and further away from their dumps. Also realistic--very hard for thousands of tons of food and ammo to walk around!
--make HQs cost drop more as techs improve, so this flexibility is more available to advanced nations than underdeveloped ones. As it should be.
--make ESE effects larger with distance from supply for Offensive but not for Defensive supply
--make HQ supplies capturable should the tables be turned e.g. DAK at Tobruk in 42
--The Offensive Supplies belong to the HQ, not the ground units. So the units trace ESE to the HQ--which is in effect a nice additional bonus to start with, which steadily reduces--while the HQ traces its own supply line back to the capital. This should work in such a way that an HQ will steadily deplete offensive supplies if it's far away from home and not backed by a 1944 USA-style logistics tail.
--Allow the player to control how many days offensive supply are stockpiled up to a maximum which could be determined by a tech, and rather than this being 'instant' it should take a while for these supplies to accumulate. This in turn should be a discoverable intelligence item, as indeed it was historically.
--Allow supply dumps to be bombed and thus reduced once found
--Allow the HQ to be moved but only at the cost of abandoning the supplies. For instance, if you're USA, you may not even care...
--do not let nations at peace stockpile supplies in an HQ, which gives aggressors a large initial advantage--as it should be.
--Need AMPH HQs which prepare units about to load onto ships.

Now I'm thinking as I go along here, but this last proposition raises some very interesting possiblities to fix the amphibious side of the game.
For instance:
--you can always load a single division onto a single transport and make an uncontested landing in Defence supply (You still have 50% attack after all). This happened, and often, and much of the Japanese operations in 41 and 42 were just like this, as was the German invasion of Norway. Though perhaps part of their preparation event could be a 'free' AMPH HQ...see next point.
--AMPH HQs should have a range and a capacity in divisions that they can bring to attack supply and combine into a single force, and these should increase by both technology and experience. This allows you to put a division, corps, army or army group on the beach in a single stack in attack supply, and control the distance in provinces (1,2,3) that they can be sent--not halfway around the world in one move as at present. Standard command penalty on trying to swamp a defender with multiple individual units and no AMPH HQ--this sort of this went wrong all the time, e.g JA at Guadalcanal. Would also make taking staging bases and island-hopping work more like it should. In addition, I don't think anyone sent invasions much beyond the range of fighter cover and this too needs to be worked in somewhere.

For instance, we could give GE a level 1 (one division) AMPH HQ in the Weserubung buildup, which lets them maybe take Oslo without too much fuss if there is air and naval support. For the rest, well, perhaps they'll have to invest in paras after all to support the other attacks! This also gives them one to play with for Crete, which is historically accurate enough and does not need GE to commit to an entire AMPH tech tree, unless the player wishes to for other reasons.

At any rate, the more Amph attacks you make, the better you get at it and the more ambitious your next one can be. But you can still progress, perhaps at a slower rate, learning as you go...

Note also that the largest invasion force ever contemplated by the USA for Operation Olympic was around six divisions in the first wave, so this should tell you how hard it really was.

If you don't have good AMPH HQ tech one way or another, though, it should be VERY VERY hard to pull off a successful landing against serious opposition. All the historical commanders knew this from the start, yet the game fires off invasions with carefree abandon. Eisenhower knew that if D-Day failed, the repercussions would be so large that Allies may even have had to sue for peace. So they didn't proceed until they were as certain as they could be that it would work. Much to the disgust of Stalin, but that's another story...nevertheless, the loss of even the five divisions at Normandy would have been a stunning propaganda victory for the Axis, however little it actually impaired the Allied war machine, and the possibility was unthinkable.

I am in favour of a big dissent nerf for failed amphibious invasions by democracies, more for realism than anything else, and to encourage the player and AIs to treat them with due respect.

So, looking again at JA vs NAT, you should be able to lunge forward JA a province or two, then poof! your supplies are used up, you have to pile some more up which takes more months. In the meantime you don't particularly have to worry about being steamrolled by 300 divisions because they don't have any supplies either--but you'd still have to maintain enough force on the ground to contain them. And so on. If you intend to attack NETH/UK/USA, your supplies go there intead.

The point here is that the player will have to plan ahead and decide priorities, and then there is a level of commitment to these decisions that isn't there at the moment.

--most Chinese divisions should be no better than Mil1 and stay that way. A handful were equipped and maintained on something resembling a modern scale. Where Japan seriously tried to move them along--pre-1941 and in 1944--they didn't have much trouble doing so supplies permitting.

I have been ranting (I admit it!) about the failure of AOD to adequately capture the flavour of WW2 warfare in other threads, and logistics is one more example. AOD could be a great game, it's still not bad but...
 
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...but the changes you suggest would be massive. In essence you ask to develop a whole new game. And i am not sure that such a game would be more worth to be played than current AoD despite its weaknesses.
 
Besides which, I'm just chucking heaps of ideas out there. I have no idea which would be hard to do and which not, and don't really care that much. What comes down the pike next will be whatever it is; I'll either like it or I won't.

However if even one or two of the ideas strike someone who can do it as being worthwhile, and they end up in the game, great. If not, there you go. As with all software projects you have tradeoffs between functionality, time, cost, performance and complexity, and the straightjacket imposed by early design decisions. Don't make no never mind. Here I am just another end user with noisy opinions :)
 
There is no event for USA to join allies. It usually happens a few days after Japan declared war on USA and to allies after that. It appars that USA did declare war on Germany itself. Maybe waiting will change it.

Thanks Pang. You are correct, I recall that USA DOW GER before my Pearl H. I also had the game's events outcome option set to historical.
I wonder if Doomsday or Armagedeon had such an event? I recall that I likely had the SMEP events (& DAIM mod) mod loaded on Doomsday so if such an event wasnt in vanilla HOI2 then perhaps it was in one of these mods. Something for me to look into.

Note juice99's comment from earlier in this thread:
Besides US never lands any troops in europe
Perhaps what juice99 has observed was due to USA not being in the allies, thus there needs to be an event forcing the USA into the allies?

Re the JAP/China discussion, is base infra lower in chinese interior in 1.08 cf 1.07. JAP human can still defeat China on normal/normal but it is challenging. I made the mistake of easing off on Inf prod assuming that China was beaten, but I found out that the AI more quickly reinforced & recycled a 30% infra province on the front line from its rear 150% infra province and I couldnt breakthrough until I had reduced the infrastructure level.
 
There was no event in Doomsday and if there had been an event in Arma one could assume that the event would not have been removed. I see no need to enforce USA entering allies.
 
Pang, I found the US Joins the Allies event 2165 in SMEP5 for HOI2 DD_A. Its trigger is as expected: If USA & ENG are both at war with either GER or JAP, then USA becomes allied to ENG. Also found related event 2164 which triggers if war GER/ENG and then when JAP is at war with both ENG & USA, GER will DOW USA. I couldn't find equivalent events in AoD1.08.
Historically, both these events are accurate although 2164 should precede 2165. It is reasonably well known that US & British officials held discussions prior to Pear Harbour re a common strategy for their countries when the US eventually joined the war.
For single player GER/SOV/JAP/ITA, event 2165 means that the western allies will close the tech gap with GER. So I will add events like the SMEP ones to AoD1.08 before my next SP game. Would like to see this added to AoD1.09. Here is a brief outline of the events with just the trigger logic & action:

#########################################################################
# USA joins the Allies
#########################################################################
event = { id = 2165
country = USA
trigger = {OR = {
AND = { war = { country = GER country = ENG } war = { country = GER country = USA }}
AND = { war = { country = JAP country = ENG } war = { country = JAP country = USA }}}
NOT = {
alliance = { country = USA country = GER }
alliance = { country = USA country = SOV }
alliance = { country = USA country = ENG } #duh
alliance = { country = ENG country = GER }
alliance = { country = ENG country = SOV }
war = { country = USA country = ENG }
war = { country = USA country = SOV } }
}
action_a = { name = "Join the Allies!"
ai_chance = 100
command = { type = alliance which = ENG } }
}

#########################################################################
# Germany declares war on USA
#########################################################################
event = { id = 2164
country = GER
trigger = {
war = { country = GER country = ENG }
war = { country = JAP country = USA }
war = { country = JAP country = ENG }
NOT = {
alliance = { country = USA country = GER }
alliance = { country = USA country = SOV }
alliance = { country = USA country = ENG }
war = { country = JAP country = GER }
war = { country = USA country = GER } #duh
} }

action_a = { name = "WAR!"
ai_chance = 100
command = { type = war which = USA }
command = { type = domestic which = defense_lobby value = 1 }
command = { type = domestic which = interventionism value = 1 } }
}
 
Started playing Italy and noticed that logistical strike on a single province is impossible. Planes don't leave their bases. However if I load up as SU or Germany and Dow another country I am able to logistically bomb selected provinces. Anyone else has this problem.
I installed 1.08 over clean AOD, checksum is SUBR.
 
Started playing Italy and noticed that logistical strike on a single province is impossible. Planes don't leave their bases. However if I load up as SU or Germany and Dow another country I am able to logistically bomb selected provinces. Anyone else has this problem.
I installed 1.08 over clean AOD, checksum is SUBR.
As you know, I and several others have had this problem on multi-player. I was the USA but could not specifically bomb a province with American bombers but I could with French units. It was very strange, and annoying!