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seattle

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Apr 2, 2004
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I played as Germany for until mid 1936 so far.
I simply cannot find any documentation about how the new features are supposed to work.

My main problems:

1. Destroyers
There seem to be two kinds of destroyers:
- escort (to integrate into a surface task force with CV, BB and all the others)
- sole destroyers (most techs apply to that), far lesser range. Thus they are not suitable for task forces.

I can figure out what to do with the first kind, just like in vanilla.
What about the low-range destroyers?
I would think they are made for sub-hunting. Then again, why are there so many of them in the German building queue?
When I start the start in my production screen I have tons of those.
I don't think a major purpose of the Kriegsmarine was anti-submarine-duty.

How do I best make use of destroyers?

-------------------------------------

2. Brigades

The armoured car puzzles me.
Again there seem to be two different kinds.
One with good attack values, one which lowers softness.

Any idea what combination is the best? Which type should I attach to infantry, which one to tanks?

---------------------------------------

3. Trade

I like the idea that you can't stockpile vast amounts of ressources (I always had at least 150k of rares and oil before the war, thus making the game unrealistically easy and lame in the long-run).

Problem is that most of my trades have been cancelled in a matter of days or weeks.
Always made 100% deals, no reload, even made sure to make several smaller trades.
Had this prob before in vanilla but solved it by smaller trades which I also did in Core.
I'm afraid that I won't have enough ressources for the war with the aggressive trade a.i.

Is it a bug or WAD? (finally learned what that term means last week, so proud...) :D

----------------------------------

4. Events

So far I haven't noticed any significant new events (okay, it's mid-1936), but wasn't the Rhineland supposed to be more complicated (or was it only Munich treaty)?
Is there any penalty for moving troops into Cologne before April 1936?
Stony Road had that and a warning via event in Core said something about, waiting until the time is right.
I waited until in April I got a 3% dissent hit bc war demonstration, then moved in.
Can you move your troops to Cologne in January?

------------------------------------

5. Tanks

Weren't they supposed to be customizable (is that a word?)?
I thought you were able to research different kinds of tank-guns, thus making tanks different for each country.
The only thing I noticed so far was the light-tank tech which let you choose between a gun or mg-turret (unfortunately that choice was already pre-set).

___________________
Last question:

Is there any source with a detailled instruction to Core?
I have read some things in the Core-forum (but most topics haven't been updated since December).
The "read me" wasn't any help at all.

I'm looking for a documentation which introduces every new feature and explains it.

I mean, how is anyone supposed to understand what's going on with that amount of changes?
I am experiencing a Victoria-deja-vu, completely overwhelmed (which is phantastic and a compliment to the Core-crew!).
 
seattle said:
I played as Germany for until mid 1936 so far.
I simply cannot find any documentation about how the new features are supposed to work.

My main problems:

1. Destroyers
There seem to be two kinds of destroyers:
- escort (to integrate into a surface task force with CV, BB and all the others)
- sole destroyers (most techs apply to that), far lesser range. Thus they are not suitable for task forces.

Escorts are only used for convoys to protect against submarines and surface raiders.

Everything that you can move on screen is a destroyers.


I can figure out what to do with the first kind, just like in vanilla.
What about the low-range destroyers?
I would think they are made for sub-hunting. Then again, why are there so many of them in the German building queue?

When I start the start in my production screen I have tons of those.
I don't think a major purpose of the Kriegsmarine was anti-submarine-duty.

Prior to the beginning of the war Germany was building a number of smaller destroyers. These were designed to patrol the coastal waters to defend against submarines and to defend minesweeping forces operating off German ports.

How do I best make use of destroyers?

I would build your best destroyers for fleet operations (escorting battleships and cruisers) and maybe build smaller destroyers (sloops and MTB) for coastal control. Their smaller cost means that you can operate them in the North Sea and still afford to lose some to British aircraft.

Hope that answers some of your questions. MDow
 
Thanks for the replies.
I don't expect too many allied subs hunting my (German) convoys though (convoys to where???).
 
seattle said:
4. Events

So far I haven't noticed any significant new events (okay, it's mid-1936), but wasn't the Rhineland supposed to be more complicated (or was it only Munich treaty)?
Is there any penalty for moving troops into Cologne before April 1936?
Stony Road had that and a warning via event in Core said something about, waiting until the time is right.
I waited until in April I got a 3% dissent hit bc war demonstration, then moved in.
Can you move your troops to Cologne in January?
In that timespan only Rhineland will have happened, along with the Purges started. All of the vanilla chains (that we have redone) are more complicated (and Munich is the King of these, since it was so extremely pivotal on so many levels), but as Germany you won't notice it so much with the Rhineland one. But there is a lot of things going on in the background that determines which event to use for the AI, which sets different ai_chances for various actions, depending on your actions, their sliders and what-not (speaking generally and not just about Rhineland). But that's part of the beauty of it too - I don't want to overload a player with useless events, but there are many, many in there to just cover up eventualities. For example - there are 3 different events for when Germany actually moves troops into Cologne, which triggers variations of the same event for France (primarily). Rhineland has really become a French event, in that France has the ball and can choose to do much. Try a game as them!

"Waiting until the time is right"... check what events trigger for you for clues on this. On the other hand, there's no real problem occupying the Rhineland in January - just that France AI has a higher chance to stand up (simply put).
 
I started two games as Germany and noticed that France extended Maginot in the first when i moved into the Rhineland early. I later quit that one, having emasculated the army due to playing around with ships too much. The next game, I waited for France to sign an alliance with Russia by event and then strolled on into Cologne. They just sent me an angry letter! If this is WAD, and I suspect it is, then thats really cool. Thanks C.O.R.E.!
 
seattle said:
2. Brigades

The armoured car puzzles me.
Again there seem to be two different kinds.
One with good attack values, one which lowers softness.

Any idea what combination is the best? Which type should I attach to infantry, which one to tanks?

Well, what these are, are the two versions of recon. One being an infantry battalion (cavalry, to motorized), the other being a form of 'armoured' recon (Tankettes, to armoured cars). The graphics will show the differences better (when the pack is released), with different strengths per type, depending on your goals and missions, and ability (if you have no fuel, chances are you would keep your recon cavalry).
 
Hey MDow,

I was hoping you could answer a few naval questions for me,

  • I'm curious on the proposed usage of DD1 Patrol Boats and DD2 Motor Torpedo Boats versus standard DD3+ ships which can be independent in their own right. Youve already mentioned GER using them for coastal defense, but I was wondering on other historical usage. Did the UK bother to use such small boats to defend their island? I'd imagine NOR/SWE/FIN certainly would since the Baltic is so small. Would DD1/DD2s have a purpose in the Pacific? Were they intended to? Their range is so limited and selection of ports so small. :( Do you know how deadly would a stack of 20 or 50 DD1s or DD2s be versus a 6-12 ship taskforce?
  • You can pick four to six variations of DDs, CLs, and CAs each. How do you choose? No, really, as much as I would like to make 2500t DDs and Large AA CLs only ... the rest are there for a reason, right? Truly a case of paralysis by anaylsis.
  • Please tell me you know what "transportcapability" means. I do not know why anyone would want to build a converted merchantman transport which is cheaper, quicker to build, and holds just as many divisions as every other TP (one!) versus a large passenger liner which costs 250% more and takes over three times longer to build. The only variable which is significantly different is transportcapability.
 
I am also having problems keeping trade agreements alive for more than a day, and even the ones that we initiated before the game started ie before Jan 1 36 are bieng cancelled, 2 key ones from USSR that give me most of my oil production. There has to be something wrong here, I had bad trade experiancies in vanilla but this is more common.

BTW what is WAD? :wacko:
 
Slyguy3129 said:
I am also having problems keeping trade agreements alive for more than a day, and even the ones that we initiated before the game started ie before Jan 1 36 are bieng cancelled, 2 key ones from USSR that give me most of my oil production. There has to be something wrong here, I had bad trade experiancies in vanilla but this is more common.

BTW what is WAD? :wacko:

WAD = Works as designed (not a bug in gameterms)
common term from gameproducers
 
also just wondering but why are almost all of the smaller countries missing resources in their capitals and therefore have their industry running at 30% efficiency.
 
MateDow said:
Escorts are only used for convoys to protect against submarines and surface raiders.

Everything that you can move on screen is a destroyers.

I just realized what you meant by that (had about 6 bottles of beer yesterday).
Of course I'm aware of the convoy and escort system.
I was referring to the two different kinds of destroyers (S-boat or escort sloop was the name of the low-range one).

Apparently there is only one tech-level for the s-boat (level 3 destroyer?). Which makes me think it could become useless in the later stages of the war.

_______________

The A.E.I.O.U.-mod has an interesting concept of further customization of units.
You can research techs which improve your ships, is anything like that planned for Core?
 
Szun said:
WAD = Works as designed (not a bug in gameterms)
common term from gameproducers

Ah ok thanks, and btw the trade bug??? seems to have worked itself out apprently now the ai doesn't allow you to be so greedy I usually take half of what the resource I want and it works fine now, haven't had any canceals.
 
Trading

Slyguy3129 said:
Ah ok thanks, and btw the trade bug??? seems to have worked itself out apprently now the ai doesn't allow you to be so greedy I usually take half of what the resource I want and it works fine now, haven't had any canceals.

I found exactly the same thing. When proposing a trade I execute for about 1/2 to 3/4 of the commodity that is "available" fo trade from my trading partner. I find that in doing so I'm not "stripping" them which leads to far less cancels.
 
Bodger said:
I found exactly the same thing. When proposing a trade I execute for about 1/2 to 3/4 of the commodity that is "available" fo trade from my trading partner. I find that in doing so I'm not "stripping" them which leads to far less cancels.

This really is what you should be doing in Vanilla as well.