49 posts
Skills: Coding, Historical Research, Modding Units, Finding Bugs, Bug Fixing, Modding Technologies
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Post by Tiberius - EvW-Dev on Jan 7, 2015 18:19:22 GMT
Hi guys, First of all, THANK YOU. I've lately been trying every conceivable mod for HOI2, HOI3, Vic2, etc, trying to find something that will simulate the Cold War or a modern world in terms of sphere of influence and so on. EvW feels like some of Vic2's mechanics rolled into HOI3 and thanks to your work, it's very playable. No bugs so far but if I find one, I will let you know. Paradox are silly for not finishing it off, this feels like a complete Grand Strategy sim and would have garnered a lot of modding enthusiasm. Oh well. Moving on. By habit I always mess around with small nations when I'm figuring out the mechanics of an unfamiliar Paradox game. First I tried winning the Chinese Communist revolution but their supplies are awful and I couldn't advance, so I shelved it for later. Then I played the Israeli-Arab war as Syria, then Egypt, losing both times; so I played as an interventionist Turkey and won it in a year and a half. That sparked an idea: what if Turkey capitalised on global war weariness and tried to reform the old Ottoman Empire in the years immediately following WWII? I decided to find out. Turkey starts with, from memory, eight infantry divisions (with either ART or AA regiments attached), five of which I lumped into one army, and the other three into a second. Not bad and, by my estimation, considerably more than any of my Arab neighbours. However, the economy is in bad shape, with insufficient income to support research or production after spending on infrastructure and reasonable investment. I spent 1946 and about half of 1947 slowly inching my investment in factories up, as spare income allowed, eventually gaining enough breathing room to start research (Mechanical Part) and recruitment of two more infantry divisions for the 2nd Army (parallel). My total income doubled in this period, but I dumped most of it into more Investment, and some into Infrastructure. I also adjusted policies toward militarism/expansionism/reducing neutrality, so that I could declare war and milk the most out of my troops. Come mid-1947 - two armies are fully deployed, now on the Syrian border, and I have my battle plans drawn up. I upped spending on and waited for my supplies stock to get nice and high, and drew up a battle plan. As you can see, it went off without a hitch (the date is now 29 October, 1947; the invasion lasted only a month or two), but as I'd anticipated, Syria didn't have more than a couple of infantry divisions to defend themselves with: I have been, as yet, unable to annex them, but I remember from my earlier game as Turkey against Israel that it took a few months for them to accept it. Once it's done, I'll need to consolidate and establish a permanent Syrian garrison, and prepare for an invasion of Iraq. To that end, three more infantry divisions are on their way. Updates to follow!
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49 posts
Skills: Coding, Historical Research, Modding Units, Finding Bugs, Bug Fixing, Modding Technologies
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Post by Tiberius - EvW-Dev on Jan 7, 2015 22:15:48 GMT
Ran into a bug with annexation. Worked around it. Bug report is here: eastvwestnews.proboards.com/thread/30/diplomacy-bug-annexation-issuesBecause of that issue it took me until late 1949 to annex Syria, and in the mean time I'd invaded and occupied Lebanon for testing purposes, so it is annexed now too. It's a good thing I didn't invade Iraq, because once I finally did annex Syria and Lebanon, rebel divisions kept spawning everywhere. It's May of 1951 and they are still spawning. They take some chasing down and sometimes, there are three or four of them walking around my territory taking provinces. I've deployed two armies in Syria and Lebanon, and arranged them such that I cut the territory into thirds and prevent widespread rebellion: The stack in Lebanon is contingency against the Israeli build up on my border, but I suspect theirs is defensive because my threat level is so high. I've changed policies such that dissent, national revolt risk, and threat level are on the decrease, all of which seem to be slowly working. Nationalism in Syria and Lebanon are also, painstakingly, settling down (still around 5.7%). I lack the fuel to maintain motorised divisions in an offensive stance, and will replace those two with infantry divisions I already have under construction, then demobilise them. The focus for the next 2-5 years: Tech - Industry and Science for the most part. Where available, armour tech, as I can't yet construct tanks. Military - Attain, deploy, and standardise 15 infantry divisions (3 INF, 1 ART, 1 AA) and 5 garrison divisions (2 INF, 1 MP). Possibly demobilise 5 infantry divisions depending on economic burden. I don't have any worthwhile build options for Navy or Air Force yet. Economy - Get oil and fuel production going. The Ottoman Caliphate, 1951:
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49 posts
Skills: Coding, Historical Research, Modding Units, Finding Bugs, Bug Fixing, Modding Technologies
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Post by Tiberius - EvW-Dev on Jan 8, 2015 6:09:46 GMT
July, 1954. The Syrians haven't stopped trying to get rid of me. So I recruited about 50 of these: And did this with them (revolt risk mapmode): It's a very cheap way to avoid having to chase rebels around all the time. It's a slightly annoying, but probably realistic mechanic. Seven years after I invaded/annexed and the revolt risk has only gone from 5.8% to 4.8% (with all policies geared to it) - the suppression from the MP doesn't actually help because the 'Nationalism' revolt risk is the *minimum* for the province. MPs give a nice defensive boost though and might come in handy later for suppression; as long as I'm not occupying anybody they can sit in the deployment pool, and I have another 20 in production. The Caliphate's 3rd Army remains in Damascus as a check against the Israeli forces at its border. Intelligence services have been on a concerted destabilisation campaign in Iraq and Jordan, with moderate success. With the occupation in place, 1st and 2nd armies have been redeployed to Turkey proper, at eastern and western defensive positions. The entire navy has been scuttled to save money. Technologically, things are slow. Once mechanical engineering is down, I can start knocking out the 3 month techs that rely on it and get mechanised units into the field. I'm bolstering my motorised forces in preparation. When I have a couple of combination motorised/mechanised corps in play, an invasion of Jordan, and then Israel from the north and east, will follow. These will be easier to occupy than Iraq. Once I can free up the Syrian occupation force, Iraq is next on my list, because it's rich in natural resources and has the potential for port access to the Persian Gulf. Oh look, Turkey is climbing the ladder:
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84 posts
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Post by HansWormhat EvW-Dev on Jan 9, 2015 3:52:54 GMT
This is a great AAR! Please keep going! I want to see someone actually trying to achieve a goal instead of what I've been doing, just bug hunting. Question: When you talk about running out of fuel to maintain motorized divisions, have you applied the workaround outlined in this thread? eastvwestnews.proboards.com/thread/18/solving-supply-fuel-stockpile-issueIf not, you're going to run out of fuel totally if you have any vehicles in your deployed arsenal. It's unfortunate but that's where we stand currently. We're working on getting it fixed though. At any rate, please continue.
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49 posts
Skills: Coding, Historical Research, Modding Units, Finding Bugs, Bug Fixing, Modding Technologies
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Post by Tiberius - EvW-Dev on Jan 9, 2015 13:39:39 GMT
Thanks . It's been a lot of fun - a lot more fun than HOI usually is. The fleshed out economy (reminds me of Vic2) gives me a lot of room to develop otherwise insignificant nations, and the new Intel options are just awesome. I've been destabilising my neighbours and it's actually working. I did actually find that thread not long after posting about the fuel issue here. I thought I just wasn't producing enough, or too broke to buy more. I've changed it to oil and it's running well now. I've just played a bit more and will be updating the AAR shortly.
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49 posts
Skills: Coding, Historical Research, Modding Units, Finding Bugs, Bug Fixing, Modding Technologies
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Post by Tiberius - EvW-Dev on Jan 9, 2015 14:41:36 GMT
June, 1959 Praise Allah! After many years of hard work (the technology takes 102 months @ $200/day, but couldn't afford that about half the time) we have finally researched Mechanical Engineering, the gateway to mechanised forces, armour, and aircraft. Our scientists have been set to these other tasks immediately. News from other spheres is as follows: Economy- Half a dozen new factories since 1954. - Two existing factories expanded. - Profits are steadily increasing, allowing us to spend $200/day on research with ease. It is absolutely crucial to our long term survival that we modernise in science and engineering. Military- We now field a force of >200,000 men, with attendant ART and AA capacity. Army Group A - comprising Turkish Regular Army (TRA) 1 and TRA/2, remains stationed in Turkey, after a brief scare. The Soviets had deployed 10 divisions on our borders, but internal rebellion drew them away. We will watch these developments with a keen eye. Army Group B, so far only populated by TRA/3, is stationed in Syria, preparing for the invasion of Jordan. - Army reserves are moving along steadily. Seventeen new occupation divisions have been recruited (1 INF, 1 MP), and regular infantry and motorised divisions are moving along nicely as well. - The Syrian occupation force has bludgeoned much of the rebellious spirit out of the locals (revolt risk @ 3.5% - ~40% reduction from 1947). The Caliphate will halve this force when the time comes to invade, and subsequently occupy, Jordan. The invasion is slated for mid-1961. Intelligence- Destabilisation efforts in Jordan and Iraq have paid dividends, with their governments apparently helpless to stop the rebellions we funded. This should keep Iraq out of any war we start with Jordan, and make the latter an easy target.
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49 posts
Skills: Coding, Historical Research, Modding Units, Finding Bugs, Bug Fixing, Modding Technologies
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Post by Tiberius - EvW-Dev on Jan 9, 2015 17:06:43 GMT
September, 1960 Technology allowing us to build mechanised and armoured divisions has come early, and High Command has decided that we need to hold Jordan before the first of these are deployed. Jordan constitutes Israel's eastern front in the same way Lebanon is its northern front, and with its (relative to the region) advanced military, we aim to push the maximum strategic advantage. To that end, in April 1960, the Caliphate declared war on Jordan, and began an invasion. It was over within weeks, and much of the Syrian occupation force was redeployed there. Construction has begun immediately on light mechanised divisions (2 LMEC), to supplement the motorised divisions (3 MOT), and light armoured divisions (2 ARM, 2 LMEC, 1 MOT), for the inevitable wars in Israel and Iraq. Our economy took a hit at the annexation of Jordan, but is slowly recovering back to normal income. Jordan will require much development.
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84 posts
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Post by HansWormhat EvW-Dev on Jan 9, 2015 23:04:55 GMT
Good, good. Have you found in your tech research that it takes too much time to complete? Or unit production takes too long?
EDIT: I'm totally stealing the MP divisions for occupying/pacification then keeping in the deployment pool until I need them. Brilliant.
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49 posts
Skills: Coding, Historical Research, Modding Units, Finding Bugs, Bug Fixing, Modding Technologies
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Post by Tiberius - EvW-Dev on Jan 10, 2015 9:27:48 GMT
Unit production is good so far - I haven't had to produce anything big and expensive yet, but infantry and motorised/mechanised units come in nice and quick. Reinforcement once they're deployed is also a good pace.
Most techs are nice and short too - 3.5 months or so at the recommended investment. The only problem is, unless you're a western nation or the Soviet Union, you haven't got any of the big pre-requisite ones like mechanical engineering. I think it's reasonable to suppose that Syria would be 102 months behind on that but probably not, say, Turkey or Nationalist China. So a tweak might be to give more nations more of the pre-req techs than they've got now.
I'm sitting down with a coffee and about to continue playing.
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43 posts
Skills: Historical Research, Finding Bugs, Bug Fixing, Modding Countries/Leaders, Modding Provinces, Economic Balancing, Modding Technologies, Modding User Interface
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Post by Aleksey_EvW-Dev on Jan 19, 2015 7:42:42 GMT
Unit production is good so far - I haven't had to produce anything big and expensive yet, but infantry and motorised/mechanised units come in nice and quick. Reinforcement once they're deployed is also a good pace. Most techs are nice and short too - 3.5 months or so at the recommended investment. The only problem is, unless you're a western nation or the Soviet Union, you haven't got any of the big pre-requisite ones like mechanical engineering. I think it's reasonable to suppose that Syria would be 102 months behind on that but probably not, say, Turkey or Nationalist China. So a tweak might be to give more nations more of the pre-req techs than they've got now. I'm sitting down with a coffee and about to continue playing. you should do a youtube series or maybe i will ask viking adding a video upload thing in here and maybe a lets play thread.
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50 posts
Skills: Historical Research, Writing Events/Decisions, Finding Bugs, Economic Balancing
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Post by warsmith17 on Jan 19, 2015 8:50:20 GMT
I agree that unit production is quick, if anything perhaps too quick (or maybe too cheap). Tech needs to be revised, someone said that Japan doesn't have aircraft tech, which they should obviously have.
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110 posts
Skills: Localisation/Language Translation, Historical Research, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing
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Post by Viking Panda on Jan 19, 2015 9:16:52 GMT
Unit production is good so far - I haven't had to produce anything big and expensive yet, but infantry and motorised/mechanised units come in nice and quick. Reinforcement once they're deployed is also a good pace. Most techs are nice and short too - 3.5 months or so at the recommended investment. The only problem is, unless you're a western nation or the Soviet Union, you haven't got any of the big pre-requisite ones like mechanical engineering. I think it's reasonable to suppose that Syria would be 102 months behind on that but probably not, say, Turkey or Nationalist China. So a tweak might be to give more nations more of the pre-req techs than they've got now. I'm sitting down with a coffee and about to continue playing. you should do a youtube series or maybe i will ask viking adding a video upload thing in here and maybe a lets play thread. I can create an AAR sub forum if we get AAR Thread Spam lol
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30 posts
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Post by rhodesiansneverdie on Jan 26, 2015 3:38:39 GMT
This AAR is amazing, please continue it!
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81 posts
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