First off, thanks for all the hard work the CORE team put into V0.3. This is truly a ground-up rework of almost every aspect of the game. I'm especially excited about the way CORE handles logistics and industrialization.
I am, however, concerned with one aspect of the mod: the way CORE models the navy. My experience is based on playing a game with Germany up until 1939--UK and Russia remain to be conquered.
Individual Ships
Already in 1939 I had to deal with 120 naval units. No fun. HoI2 made big strides in keeping the game streamlined and abstracted; this feels like a step in the wrong direction. Not to mention that separating individual submarines makes convoy hunting too easy--when my subs were in the water in September 1939, I was destroying 20-40 convoys per day.
(I noticed that Germany had 2000 convoys, was the fix to this problem just to massively increase the number of convoys each country has?)
I assume there is reason why it was modeled in this way. How does this logic stack up against the increased hassle for a player? It's hard to imagine that giving me four destroyers (all different models to boot!) really makes the game more realistic, on average, than giving me one destroyer flotilla with average stats.
Automated Navy
I was blown away when I started CORE and realized that the team had written events for every ship every country ever produced between 1936 and 1939. The amount of work and research to accomplish this feat seems staggering. Unfortunately it also doesn't seem necessary--and is actually quite frustrating.
I assume that the reason for this change was to force every country to construct its historic navy or suffer the consequences (massive dissent, slept ministers, etc.).
I have seen a set of events floating around that simulate the early game naval treaties limiting the size of Germany's fleet. What if the same triggers were used to check if the player is building the appropriate sized fleet?
If the player isn't, say, building two battle cruisers and a dozen submarines, his naval minister threatens to resign and dissent is given (FLAG1 set). If the player continues not to build his requisite navy, more dissent is given and the minister actually resigns.
Taken from TRPv91 (Naval_treaty.txt):
The benefit of this is that it gives the player more control and it uses existing game mechanics.
Again, an excellent first release. Keep up the good work!
I am, however, concerned with one aspect of the mod: the way CORE models the navy. My experience is based on playing a game with Germany up until 1939--UK and Russia remain to be conquered.
Individual Ships
Already in 1939 I had to deal with 120 naval units. No fun. HoI2 made big strides in keeping the game streamlined and abstracted; this feels like a step in the wrong direction. Not to mention that separating individual submarines makes convoy hunting too easy--when my subs were in the water in September 1939, I was destroying 20-40 convoys per day.
(I noticed that Germany had 2000 convoys, was the fix to this problem just to massively increase the number of convoys each country has?)
I assume there is reason why it was modeled in this way. How does this logic stack up against the increased hassle for a player? It's hard to imagine that giving me four destroyers (all different models to boot!) really makes the game more realistic, on average, than giving me one destroyer flotilla with average stats.
Automated Navy
I was blown away when I started CORE and realized that the team had written events for every ship every country ever produced between 1936 and 1939. The amount of work and research to accomplish this feat seems staggering. Unfortunately it also doesn't seem necessary--and is actually quite frustrating.
I assume that the reason for this change was to force every country to construct its historic navy or suffer the consequences (massive dissent, slept ministers, etc.).
I have seen a set of events floating around that simulate the early game naval treaties limiting the size of Germany's fleet. What if the same triggers were used to check if the player is building the appropriate sized fleet?
If the player isn't, say, building two battle cruisers and a dozen submarines, his naval minister threatens to resign and dissent is given (FLAG1 set). If the player continues not to build his requisite navy, more dissent is given and the minister actually resigns.
Taken from TRPv91 (Naval_treaty.txt):
Code:
trigger = {
NOT = {
submarine = { country = GER value = 12 } # less than 12
}
}
Again, an excellent first release. Keep up the good work!