[HoI2:AoD] Tutorial Diskussionsthread

  • User 1749
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8 Jahre 11 Monate her #1 von User 1749
In mancher Hinsicht ist AoD ein vollkommen neues Spiel. Das äußere Gewand ist HoI 2 (DD bzw. Arma), aber vor allem das Produktions-, wie auch das Handelsmenü weißt große Unterschiede zu den bereits bekannten Spielversionen auf.

Neu sind u.a. die Hydrierwerke und die Synthetikwerke. Neu ist auch, dass IK-Ausbau stark gebiets- und infrastrukturabhängig ist und deutlich unterschiedliche Bauzeiten aufweisen kann. Neu ist, dass der Handel sehr viel schwieriger geworden ist. Schwieriger in dem Sinne, dass altbekannte Quoten schwer oder gar nicht erreichbar sind.

Sollen wir hier vielleicht eine Art Tutorial schaffen? Jeder schreibt seine Erkenntnisse hier hinein und die faktisch gesicherten Punkte transportiere ich dann in einen gesonderten "Nachschlagebereich".

Ich denke nämlich, dass gerade ein vollkommener HoI-Beginner so seine Schwierigkeiten haben könnte.

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  • Anonym
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8 Jahre 11 Monate her #2 von Anonym

Ardrianer schrieb: einerseits keine schlechte Idee, andererseits lebt ein Forum durch Fragestellungen anderer und wenn man die schon alle beantwortet (was schwer ist, denn selbst die MP Spieler entdecken immer wieder mal was neues), ist lange nicht mehr so viel leben in diesem Bereich. ich würde deshalb sagen: abwarten.
die Threads zu verschiedenen Themen schießen schon ganz allein aus dem Boden


Vielleicht sollte man dann aber einen Thread machen, wo man explizit nachschauen kann. Also eine Art Inhaltsverzeichnis mit den Links zu den einzelnen Threads. Dann müsste man halt nur immer wieder aktualisieren, falls jemand eine neue Frage hat. :dmp_05:

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8 Jahre 11 Monate her #3 von User 1749

Ardrianer schrieb: einerseits keine schlechte Idee, andererseits lebt ein Forum durch Fragestellungen anderer und wenn man die schon alle beantwortet (was schwer ist, denn selbst die MP Spieler entdecken immer wieder mal was neues), ist lange nicht mehr so viel leben in diesem Bereich. ich würde deshalb sagen: abwarten.
die Threads zu verschiedenen Themen schießen schon ganz allein aus dem Boden


Interessanter Punkt, den ich so noch nicht betrachtet habe. Du hast absolut Recht.

S.Kwak schrieb:

Ardrianer schrieb: einerseits keine schlechte Idee, andererseits lebt ein Forum durch Fragestellungen anderer und wenn man die schon alle beantwortet (was schwer ist, denn selbst die MP Spieler entdecken immer wieder mal was neues), ist lange nicht mehr so viel leben in diesem Bereich. ich würde deshalb sagen: abwarten.
die Threads zu verschiedenen Themen schießen schon ganz allein aus dem Boden


Vielleicht sollte man dann aber einen Thread machen, wo man explizit nachschauen kann. Also eine Art Inhaltsverzeichnis mit den Links zu den einzelnen Threads. Dann müsste man halt nur immer wieder aktualisieren, falls jemand eine neue Frage hat. :dmp_05:


Ja, Kwak, eine Art Inhaltsverzeichnis war mein Gedanke. Es beißt sich ein wenig mit Ardrianers nicht von der Hand zu weisendem Hinweis.

Übersicht <---> Kommunikation

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8 Jahre 11 Monate her #4 von Kraweel
Gerade für recht unerfahrene Gelegenheitsspieler mit wenig Zeit wie mich sind solche Tutorials der erfahrenen Spieler sehr wertvoll und vermeiden, dass Frust am Spiel aufkommt. Ideal finde ich dabei Tutorials zu einzelnen, wichtigen Themen, die regelmäßig von einem oder mehreren verantwortlichen Autoren anhand neuer Erkenntnisse aktualisiert werden.

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8 Jahre 11 Monate her #5 von zerberus1970
Hallo,
also ich würde so ein Tutorial super finden.

Muss aber nicht rein nur über die Änderungen in AoD sein.

Mein Problem ist:
Habe hier Doomsday, Hoi 3 und nun Aod auf der Platte.
Nur habe ich keines von denen jeh richtig gespielt, weil ich von den Möglichkeiten erschlagen bin, obwohl ich richtig Bock drauf hätte.
Ein Tutorial oder AAR wo erklärt wird nun mache ich das, jetzt bau ich die Einheiten und nun die und und und wäre prima.
Ich weiß halt nicht was ich brauche um z.b. mit Deutschland zu spielen. Wieviele Einheiten für hier und dort + welche.
Wieviel Fabriken bau ich und wo + wie lange bau ich die (Jahr).
Im Prinzip ein AAR das für Dummies wie mich geschrieben ist.
Also nix hochgestochenes mit Geschichte und so, sondern einfach Schritt für Schritt erklärt, was mach ich jetzt ....
Im Prinzip von Anfang bis Ende.

Ich hoffe es war verständlich.

Evtl. gehört es auch nicht hier rein, dann bitte verschieben.

Gruß

Zerberus

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8 Jahre 11 Monate her #6 von Kraweel

Kowalski schrieb: Danke für den Hinweis, Kraweel. Gib es Themen/Problematiken die Dir spontan einfallen oder die Du gerne mal behandelt wüßtest?

Nach den ersten Versuch mit Japan fallen mir da folgende Punkte auf, die sicherlich schon zu HoI2 irgendwo behandelt sind, aber sich hier vielleicht schon wieder geändert haben:

Welchen Sinn machen Ausbau von Industrie und Infrastruktur und wann sollte man sie durchführen oder besser nicht.
Wie sollte eine Armee zusammen gesetzt sein.
Wie optimiert man Handel, Konvoiverteilung etc. (Mir fehlen dauernd die seltenen Metalle für die Industrie, bekomme auch durch manuellen Handel nicht genug rein...)
Wie erobert man als Japaner China und wie dann weiter? Hier gibt es zwar schon einige Hinweise, mir scheinen aber auch Details wichtig zu sein, damit man zum Ziel kommt.
Welche Luftwaffen Gattungen lassen sich sinnvoll einsetzen. Als Japaner sind sicher Marinebomber nicht unwichtig, welche Typen aber für den Landkampf?
Doktrinen früh erforschen oder lieber auf modernste Einheiten achten? Wie wichtig sind Doktrinen?

Soweit beim kurzen Überlegen während der Mittagspause, mehr sicherlich noch später:)

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8 Jahre 11 Monate her #7 von Karbe

Fanatic schrieb: Also ich würde es durch aus begrüßen die wichtigsten Änderungen / Neuerungen auf einen Blick zu haben.

Schau mal hier:
<!-- l --><a class="postlink-local" href=" www.designmodproject.de/forum/viewtopic.php?f=1250&t=14074 ">viewtopic.php?f=1250&t=14074<!-- l -->
und hier:
http://heartsofiron.de/interaktiv/phpBB ... 99&t=22316

Grüße

Wasser ? .. ich will mich nicht waschen, ich habe Durst ![/b]

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8 Jahre 11 Monate her #8 von Marvin
Im Zitat die Passagen aus dem Handbuch, die sich gegenüber dem Original HoI II Handbuch geändert haben. Sind teilweise nur Absätze aus Kapiteln, also nicht wundern, wenn ein Absatz nicht zum vorherigen passen will, immer noch ne Menge Text, aber imho ein guter Überblick über die Änderungen, wenn auch zum Teil Selbstbeweihräucherung ;)

Artificial Intelligence

Artificial Intelligence (AI) is your “opponent” in AoD. Historically, in gaming terms, AI opponents have been rather predictable, unworthy, foolish, and even downright stupid. I'm sure that the new AI in AoD will occasionally display some of these characteristics, but so far in my playing of the game, this AI is a force to be reckoned with. Sneaky too!

First of all, let me assure you that this AI has been changed a lot regarding the actual execution and calculation of the AI code. New algorithms have been implemented that now allow for faster and more efficient resource usage then in previous HoI versions. Actual optimization in the code also affects the strategic level the AI is now able to handle. For larger countries such as the US, it now actually tries to keep an eye on the big picture, for example, the Pacific and European campaign are no more seen as independent theaters versus multiple enemies but as different fronts against a unified enemy (in this case, the Axis powers). It will now allocate and distribute its forces more appropriately.
The AI's operative scale has been vastly improved. You are now more likely to run into encirclements or into the risk of getting massively bombed without decent matching air coverage. The AI now proves to be a real tough competition in all areas of the game.

In Land Combat it switches and moves its troops efficiently from reserve positions back and forth to the front line to provide a stable defense line against your attacks. It lays traps in terms of small bad defended gaps in the front-line to lure you away from your original plans and into unfavorable positions – from which it strikes hard at your forces and gives you unexpected resistance.
We have improved the general AI interface of Ground and Air coordination on a massive scale. Air Forces now have a more important impact on the AI strategy at a whole and the AI themselves tends to use them more and also in a slightly smarter and efficient way.
The Garrison AI has also been vastly remodeled. It now tries to optimize the occupation process itself. It processes an intelligent distribution of minimal troops for a maximum effect, for example, best suppression and defense of key provinces and victory points.
On the maritime side, the Naval AI tends to create more efficient fleet combinations for the different tasks it faces. It will create large fleet concentrations by itself with an emphasize on battleships for invasions, depending on resources and doctrines - carrier fleets for sea dominance, for transport, screening, convoy or ASW missions smaller, more flexible task forces. The overall coordination between the various fleets of a country has been greatly optimized.
The AI system and files are fully modifiable with a mix of static values and dynamic rules.

Synthetic Oil Plant: This will allow you to convert Energy to Oil.

Synthetic Material Plant: This will allow you to convert Oil to rare Materials.

Nuclear Power Plant: When built, this gives free Energy on the map.
The Intelligence Folder
Overview

The previous Intelligence system was pretty ineffective and impractical to handle. It has been totally revamped for AoD. Spies are now sent automatically, as long as you allocate a small amount of money for espionage and give a targeted country at least a minimal observation precedence. After making your adjustments, you can easily regulate the system via the Espionage Expense slider in the Production Folder.
Espionage

In the Production folder, there are several new sliders for allocating Expenses. With the Espionage slider, you allocate money to recruit, train, deploy, and maintain your spies. These spies are then allocated to various countries in accordance to the Observation Priority you set in the Intelligence Folder.

A high level of Observation Priority setting for your own country, increases the passive counter-espionage mission and the removal of foreign spies.

The more spies you have in a country, the greater your chances of accomplishing the Intelligence mission. The more spies you have overall, the greater the maintenance cost you will need to allocate with the Espionage Expense slider. Failure to adequately expense will mean very poor performance and a much higher chance of your spies getting caught...
Intelligence Missions

There are twelve Intelligence missions to assign your spies to:

Steal Blueprint: Attempt to steal a blueprint.

Assassinate Minister: Attempt to assassinate a minister in their government.

Smear Campaign: Start a smear campaign in their country.

Coup Nation: Attempt to coup the government.

Sabotage Industry: Attempt to delay their production.

Nuclear Sabotage: Attempt to destroy a nuke.

Fund Partisans: Support the troublemakers in their ranks.

Global Manipulation: Attempts to influence the world opinion against our enemies.

Sabotage Tech-team: Attempts to delay one of their tech-teams with their current project.

Sleep Spies: Your spies in this country will become inactive.

Counter Espionage: Our counter espionage team will attempt to flush out enemy spies in our ranks.

Naval Intelligence: Spies on this mission will return vital information about naval fleets back to you. You will be able to see the fleet of that country for a couple of weeks, what its mission is and what ships it consists of.
The Production Folder
Overview

The Production Folder is the interface you will probably use most frequently (other than the Main Map Folder). It is used for two main purposes: issuing new requisition orders and managing your economy. It is here that you will recruit new divisions, construct new aircraft and naval vessels, and build some of your provincial assets. You will then be able to adjust the priority that each order is given by making changes to this in the production queue. It is also the folder you will use to manage your nation’s IC allocation to meet various domestic and military needs and will manage the disposition of your network of convoys. Failing to pay attention to your economy will have devastating effects that can cripple your nation, by promoting civic unrest or leaving your armed forces without the fuel or supplies they need to operate.

The screen is divided into two sections. The left side displays the Production Orders interface and the Production Queue; while the right side shows the vitally important Industrial Capacity Allocation sliders, a summary of your national resources, trade agreements and convoy activity, and the location and size of your resource depots. We’ll look at each of these in turn.

This is maybe the part of the game we changed the most. You can now lengthen and shorten serial builds. Gearing works in a completely different way and has become much more important. There are now, besides political settings, techs which can increase your max gearing efficiency.
For every new Production Line you start and open up, you now have a minimum retooling time of 90 days where machines are adjusted and the pre-planning of the production process is simulated. In this 90 day period, IC's are used and consumed, but no resources. Resource Consumption also rises with rising gearing bonus. You can also now upgrade production lines. For example, you have that Panzer II line running for 2 years now and have that 30% gearing bonus but now you want to switch to Panzer III. No Problem. You can upgrade lines with a click, they will retool to the new model and keep a large amount of that precious gearing bonus for the new Panzer III model.
You can also idle production lines to not loose gearing bonus and start them again later, but it will cost a small amount of IC for upkeep purposes. This comes in handy for units like Convoys or Escorts where you never know if you will need them in the future or not.
What really amazes me is that when you plan very detailed in advance what to produce when and how much under which circumstances, you really get an huge advantage over other players who just simply insert parallel runs for quick and short dated success.
For Emergency Production runs we created a new feat called rapid production. You can now increase production speed by up to 50%. We have built in three steps of speed: normal, increased and super fast. At each additional level above normal, you will increase the amount of IC assigned to that production line. It is not cost-efficient at all, but if you really need something in a very short time frame and don't care about the costs, this is going to be your tool of choice. In my experience, this is really good for Infrastructure (which now also improves IC and resource efficiency if extended), convoys, radar and AA.
You may also have noticed the double slider system in the IC allocation area. With "Advanced Sliders" set to on, you can now also define min and max levels of IC distribution. Works really well and is in my eyes an absolute killer feature of AoD.

We also integrated a new slider called "Repair provinces", here you can assign IC to repair destroyed buildings, Installations and Infrastructure. A small amount of all this always gets repaired for free (about 5%), but investing some spare IC into this area might speed it up around 50x times. I urge you to take care that you always spend some on repairing or you might just wake up one day with your country laying completely in ashes because no one cared to do some rebuilding.


It now costs more IC to rebuild constructions quickly. There is also an integrated a small rebuild-for-free modifier. So if your country is completely wiped out and you either don’t want or can’t invest anything in rebuilding, the full IC, Radar, AA, Port and Infrastructure Capacity will recover completely and for free over the time span of 10 years.
Repair Provinces

New for AoD is a new slider for repairing provinces. Here you can assign IC to repair destroyed buildings, Installations and Infrastructure. A small amount of all this gets always repaired for free (about 5%), but investing some spare IC into this area might speed it up around 50x times. I urge you to take care that you always spend some on repairing or you might just wake up one day with your country laying completely in ashes because no one cared to do some rebuilding.
National Transport Capacity (TC)

Although your nation’s transport capacity (TC) is not displayed directly in the production folder this is something that is fully dependent on your nation’s Industrial Capacity. Transport capacity is an abstraction that Arsenal of Democracy uses to represent your country’s overall ability to move men, equipment and supplies throughout each nation. It is the underlying factor that will determine whether you can get the necessary supplies, reinforcements and technological upgrades to your armed forces in a timely manner.

The Top Bar will always display your nation’s transport capacity and how much of it is being used. The base amount of TC is determined by your national IC output and can be increased by researching certain technologies. This total value indicates the limit of your ability to move “stuff” around: supplies, fuel, and divisions that are either in your force pool or are being strategically redeployed. If your required TC exceeds your available TC then your ability to carry out this vital task will be reduced…and your troops will move more slowly and may even begin to starve unless they are in a very favorable location. We’ll look at this again (in detail) when we discuss supply and supply efficiency in the Combat section.
International Trade Summary

The method of establishing new international trade agreements is discussed in detail in the Diplomacy section; however the Production folder also includes a summary of all active trade agreements since they will impact on your flow of resources. Each line item identifies the trading nation, the type of goods being exchanged, and the current trade efficiency. Hovering your mouse over any item in this scrollable list allows you to view the precise details of the agreement. International trade does not use convoys to transport the goods back and forth. Instead, this is abstracted to “invisible” commercial shipping that will attempt to ensure that the goods reach their destination. These vessels are subject to enemy disruption if either nation is currently at war with a nation that has a navy. Any enemy vessels that are assigned to convoy raiding will automatically disrupt and sink some percentage of the trade goods being exchanged, resulting in a reduction of trade efficiency. You will see a percentage value displayed at the right edge of each trade entry that indicates the current trade efficiency. If it becomes impossible to establish a direct link with your trading partner, although this may be traced through friendly territory, your trade efficiency will drop to zero. Goods will continue to be shipped (even though they won’t arrive at their intended destination) until one of the trading partners cancels the agreement.

You may cancel a trade agreement by right-clicking on its listing in the trade summary and then confirming that you wish to cancel it. You may also cancel an agreement in the Diplomacy Folder by selecting the nation, then using the “Cancel Trade Agreement” diplomatic option and specifying the agreement to cancel.
The Trade Folder
General Overview

Previously found in the Production folder, the new Trade folder will improve speed and overview of all trades. More advanced trade options, like setting an import target, or block import/export of specific resources. It consists of the Convoy System, the Resource Depot System, a Quick Trade System, and see a summary of your current trades, convoys and resource depots. Also an improved supply mode map: province ESE, convoys and prioritized provinces is available.

For trading, all deals will be now be conducted with cash and not other resources. Also, all trades now require a direct land connection or else a functioning convoy must be established.
Auto-Trade Feature

The new Auto-Trade feature allows you to customize your trades how you want them and allow them to automatically Initiate/Reply to trades. You can also block the Export/Import of your resources if you choose to. You are also now able to change the Import Focus by adjusting the slider for each resource, so you can emphasize how much of which resource you want to import. And if you really want to, you can still make those trades manually.
Convoys

Convoys are the essential vessels used to ferry natural resources from any provinces that you control overseas back to your national stockpiles, and to send supplies and fuel to your troops abroad. Without convoys, you will be unable to import resources from your own colonial possessions (if any) or to keep your supply chains open and operational. AoD’s convoy system is somewhat abstracted, relieving you of the need to micromanage their specific actions. Rather than giving orders to individual ships, you will designate a route and then make special convoy and escort vessels available to traffic along (and defend) that route. The convoys will then go about their business and only appear as routes on the map (when viewing it using the convoy map-mode). Their assigned route is subject to enemy interference, though, with convoy vessels being common prey for enemy submarine packs. Escorts will attempt to fight back, defending the otherwise unarmed supply vessels, but you would be well advised to manufacture new convoy and escort vessels on a regular basis if your economy depends heavily on imports or if your troops will be engaged in many overseas campaigns.

The convoy section of the Trade Folder allows you to quickly review your existing convoy routes. For each one you will see the port of origin, port of destination, cargo type, and the number of convoy vessels and escorts currently assigned to the route (shown as convoys/escorts). If this text is red then the number of transports assigned to the route is too few to maintain it at full efficiency. If the text is white then you have a sufficient number. Immediately below the text will be the icons of the types of resources that this convoy has been permitted to carry (see below). This does not necessarily mean that they are being shipped, however, since the depot may not have any of that type of resource. The actual daily transport of goods is displayed in a tool-tip that appears when you hover your mouse over the route. Limited air supply of ground forces is possible, but this is not treated as a regular convoy so it won’t appear in this summary. See the Air Combat section for details on air supply.

At the top of the summary area, you will see the number of transports and escorts in your convoy pool that are currently without an assignment and are available for new routes (or to expand existing routes). Click on the Convoys button to display the Convoy Management interface where you can adjust many common aspects of your convoy routes. You may view and control even more details of individual convoys’ activities using the Convoy Details interface, accessed by clicking on the route’s listing in either the main Trade Folder’s summary or in the Convoy Management interface.
The Convoy Management and Convoy Details

Interfaces

The upper portion of the Convoy Management interface is similar to the production folder’s basic view, providing a scrollable list of all existing convoys and an expanding tool-tip that details the goods being transported. For each route you will see the number of convoys and escorts currently assigned to that route (which will be red if you have not assigned enough vessels to the task) and there are small “+” and “-” buttons beside these that allow you to change these quantities. Each route also has a prioritize button (an arrow pointing upwards) that is used to assign the relative priorities of each route if you elect to have the route maintained automatically for you. This indicates which routes are most important to you, ensuring that any available convoy vessels will be assigned to keep those goods flowing if you have an insufficient number of vessels to maintain all of your routes at full capacity. We’ll discuss how to use convoy automation in a moment.

You can click on a route listing (either here, or in the Trade folder’s summary) to display an even more detailed interface for that convoy. The Convoy Details interface includes information about the route that the convoy is taking and allows you to set limits on the types of materials that the convoys will carry. You cannot adjust the convoy’s route, but you can specify exactly which materials are to be transported by checking (or unchecking) the appropriate resource check-box You may also adjust the number of vessels assigned to the route, and you may cancel a route altogether by clicking the Cancel Convoy button in the middle of the panel.

The lower section of the Convoy Details interface is the same as the Convoy Management’s lower section and is used to create a new convoy route and to control the level of route automation. To manually create a new convoy route, click on the button that corresponds to the type of route you wish to establish: a resource or a supply convoy. You will then be asked to select a port of origin from the list of possible valid ports. This is whichever port you want the convoy to use as its starting point. You are then asked to select from a list of possible destination ports, the ports you wish to deliver the resources to. Click OK to establish the route. By default, a supply convoy will pick up supplies and fuel (if they are available) and will deliver them to the destination port. A resource convoy will pick up all natural resources and deliver them to the destination port. Goods carried by a convoy to a destination port that is directly land-linked to your capital will automatically transport those goods to your capital and add them to your national stockpile. If this is not possible, then a new depot will be created in the destination port’s province and all inbound goods will be placed there for subsequent distribution. Note that you can create a second convoy route to transport goods from one depot to another. This is a very useful technique, particularly when supplying forces in the Pacific theater, since it may require fewer vessels and be somewhat less susceptible to enemy anti-convoy activities then creating a large number of long-distance direct routes.

After you have created the convoy route you may need to use the Convoy Details interface to allocate convoys and escorts to protect them, and possibly to make adjustments to the default goods being transported, before it will become active. You won’t need to do this if you have a sufficient number of unassigned vessels and have enabled the “auto-maintain convoy” option, but you might want to adjust its priority. Once created, it will usually require a few days of game time before you begin to see much activity along a new route since the flow of materials will take some time to be established. You should also check the route periodically if you are maintaining it manually to ensure that it is still active. It might cease to be functional if there are no materials available for it to carry, or if enemy anti-convoy activities are intercepting and destroying the majority of the vessels.

The most common error that new players make when manually establishing convoys is to forget that oil is both a resource and a supply. If you set up a default supply convoy to a depot and a default resource convoy to pick up from that depot and transport raw materials elsewhere, the oil that you intend to place in that depot as fuel for your troops will be carried away by your second convoy since it’s a resource. After you’ve done this a couple times, and suffered the devastating battle consequences of being out of fuel, you’ll probably begin to remember to set the material transport limitations.

If all of this sounds just a little bit too complex and overwhelming then you’ll be very happy to know that you can delegate almost all aspects of convoy management using the three buttons that appear at the bottom of both the Convoy Management and Convoy Details interfaces. You may elect to have your “unseen assistants” establish and remove resource convoys automatically for you as required. You may also have them do the same for your supply convoys, and you may ask them to maintain the routes by assigning new transports and escorts as they become available. If you automate convoy management you will still be responsible for ensuring that there are a sufficient number of vessels (convoys and escorts) for the “assistants” to work with, and for assigning priorities to each of the routes.

When you are at war you should also be sure to check the status of your convoys on a regular basis. Enemy vessels and aircraft can be ordered to engage in convoy disruption activities that will attempt to locate and sink a portion of your merchant marine. While escorts will help mitigate this to a degree, it is still probable that you will lose some percentage of your shipments and that some of your transports and escorts will be sunk. You should make provisions to build new convoy vessels periodically to replace these inevitable losses.
Resource Depots

The lower right portion of the Trade Folder is a scrollable listing of all the resource depots that you currently have throughout the world. Depots will exist for one of three reasons: either it is your nation’s capital; or you have natural resources being extracted from provinces in that region but there is no direct land link to your capital so they are being stockpiled locally to await convoy transport to your capital; or a depot has been established to act as a supply dump of oil and supplies for your troops in that region. I mentioned above that you can use air transports to supply your armed forces, although this is very costly and inefficient so it should only be done in case of emergency. This is an air mission (described in detail in the Air Combat section) and does not appear in the convoy listing, but the depot of supplies and oil that you establish by doing this will appear in the depot listing.

The first depot in the list will always be your national capital and will reflect the same resource stockpiles that are reported in the Top Bar and National Resources summary. All natural resources listed as being located at one of your other depots are not included in the National and Top Bar values and will not be available to your factories for use until they are shipped, via convoy, to your capital. Generally you will wish to move all natural resources from your depots to your capital as soon as possible to avoid risking their capture and to make them available to industry (or international trade). In the case of a depot that is also supplying your armed forces you will probably want to leave some oil behind and ship some supplies to it.
Quick Trade System

A new window allows you to make a quick trade with another counter. Just select the country you want to trade with from the scrollable section on the left. In the center of the Folder you will see a series of slider bars for each resource you can trade. Slide the bar and it will automatically calculate the chance of the trade being successful. Diplomatic relationships and minister effects will greatly influence your chances.
Minor Fixes and Features

You may now, in-game, right-click on a province and secede that non-national province to an ally or puppet of your choice. This requires an ally with a land or sea connection to that province (puppets will require a land or same-sea connection).

Ships that were damaged will now not be fixed for free when traded to an ally.

There is now much greater flexibility when modding Ministers effects.


New for AoD, the effects of Minister (and leader) changes are now delayed and will also cause dissent. How much dissent depends on how often and how quickly you make changes. You will get a chance to see the level of change before you accepting.
New Policy Positions for AoD

For each major country we also added a unique ideology, policy and culture. For Aod, there are three new policy positions for every country. They are all dependent on a country’s base ideology, for example, autocratic or democratic, left wing or right wing. Because it is very hard in real life for a nation to just switch between different value-sets, changes first takes a lot of time and secondly gives a huge amount of dissent to your nation. Thus, you are still limited in new policies to the options in your near environment, for example, as a fascist Italy you wont be able that easy to go a liberal way in social politics but maybe one which tends into the Nazi region.

The effects these policies have on the game-play values itself are very broad. The changes range from the field of diplomatic and/or intelligence costs, to build times and/or organization and dissent modifiers.

National Ideology: Which tries to model the ethics of the population itself.
Social Policy: Which simulates in an abstract way the social fabric of a country and the degree of development towards a human and tolerant society.
National Culture: Which actually tries to represent the overall mindset and social conventions of a country.
Other Nations’ Domestic Policies and Ministers

There is a tendency of newer players to pay very little attention to the policies and cabinets of other countries. While it is arguably not particularly vital for you to review the domestic situation of smaller, more remote nations with whom you will rarely come into contact, it can be a serious oversight to ignore the capabilities of an enemy. You should evaluate a foe’s strengths and weaknesses, seeking to take advantage where you can and perhaps even tailor your own domestic affairs to either counter or exploit them.


New for AoD is a sub-folder that gives greater comparison for losses vs. kills.


In AoD, brigades have been modified extensively. They have been given greater value in their specific areas and less overall general value. For example, the AT brigades will now do a lot more damage to attacking armor, but do not contribute as much to the overall defense as before.


Artillery Bombardment: This value reflects the amount of damage that Land Units can inflict. You are now able to bombard the next province over and damage any Units stationed there. Larger Artillery, like the Big Railroad Guns, are also able to seriously damage fortifications and the province itself.


If you gain enough productive IC (about 10) in remote places, you will be able to directly place units there from the Force Pool. This comes in handy for places like India (UK) or Korea (Japan).

Resources are now used for IC on a provincial basis – meaning that you can produce locally and don't need to ship resources from colonies back and forth. Supplies now are produced at a province scale, the need to transport supplies to IC rich remote areas (for example India) has been greatly reduced. This also makes surrounding the capital ineffective, as the supplies are still produced in the remaining part of the country just as before.
Special Orders: Artillery Bombardment (AB)

You are now able to bombard the next province over and damage Units stationed there. Larger Artillery, like the Big Railroad Guns, are also able to seriously damage fortifications and the province itself. There is no automatic counter-battery fire, but if you are in AB mode and your unit is attacked, you will lose some of your artillery defense bonus because your artillery is otherwise engaged. Every Division has artillery in some form or the other - so INF without brigades can artillery bombard to an extent... However the effectiveness is much higher with large and heavy Artillery brigades - but be aware that supply usage is directly affected by the bombard value (the more bombard stats - the higher the supply cost to do the mission). Leaders and units will not receive experience for AB. This is a powerful new tool for softening up units and reducing fortifications, but it uses a lot of supply.


All Land Units can now bombard the next province over, inflicting damage upon any units there. The amount of damage depends on the size of any attached artillery. Larger artillery, like the Big Railroad Guns, are also able to seriously damage fortifications and the province itself. This is a powerful new tool for softening up units and reducing fortifications, but it uses a lot of supply.
Changes to AoD Land Combat

First of all, we gave every existing brigade a useful task. With HoI2, most players just didn’t see any sense in building brigades like Anti-Air, Tank Destroyers (TD) or Rocket Artillery other then for historical flavor. As softness is now calculated in percentage terms and there are no more in direct subtractions, brigades like Antitank (AT) attached to Infantry or Commando Units give now greater possibilities to win a battle against Armored Units.
Increased Technology will now effect casualties, as GDE is now directly influenced by the units defense value. Highly valuable and excellently equipped units can now also defeat masses of poor equipped units. You are now more likely to win with a lower unit count if you go for quality rather then quantity. The actual firepower is also dependent on the softness and enemy hard attack. This makes AT or TD extremely useful to prevent being overrun by Infantry combined with armored brigades or armored divisions early on.
So for calculating battle results, a lot more factors are now taken into account to encourage the player towards a broader unit diversification. In the new system, combat delays movement and forces the aggressor to slow down depending on the battle progress.
Combat Events have more impact on the actual outcome and can be decisive. Unit speed has a more direct correlation to the combat outcomes, for example, the breakthrough or encirclement event. So it is more likely you will see such events happen with mobile units like motorized, mechanized and armored units.
The combat modifiers themselves have been completely remodeled for historical accuracy. Of course all of them are now editable in the misc.txt for maximum flexibility.
In contrast to earlier versions of HoI, battle outcome was and loss calculations were based on the well known mathematical laws of military theorists'. Lanchester, for example, said that the combat power of a force was proportional to the square of its size; that was always the case with HoI (BWA was effectively attack value times ORG). What have done is take into account Dupuy and other Operational Researchers' results that show that, for a sizable force, the firepower actually does not increase in proportion to force size, it increases roughly in proportion to the square root of the force size.

Conceptually, you can get a picture of this if you realize that a force takes up depth as well as width, so that as a force gets bigger, it operates over more depth and keeps a larger proportion of its strength in reserve or otherwise disengaged at all times. Because this is (roughly) an area effect, and the firepower comes from one “side” of the area, it works out as a square root (actually, some sources (notably Dupuy) say it is harsher than that, as it tails away to be almost flat – added firepower for added troops - eventually).
This has several game effects; it means that brigades and powerful units are more valuable, because just buying lots of cheap units gives diminishing returns. If division A is twice as powerful as division B in attack, two of division B are not as powerful in attack as one division A - they are about 0.7 times as powerful, where before they would have been as powerful. This effect is a small mechanical tweak, but it has big effects!

It also means that, if you go above a commander's command span, adding extra units actually reduces the force attack value! 10 divisions under a General with no HQ are less effective in attack than 9 divisions. This makes commanders and HQ's even more critical than before.

The "diminishing returns" factor is based on number of divisions, so brigades represent an addition to combat power that is not affected by the diminishing returns factor. This may not be entirely "realistic", but it is much simpler this way and partly offsets the lack of a separate ORG and STR for the brigade.

Basically, the diminishing returns makes all the higher-value units more useful because they represent not just more combat power but more concentrated combat power - that makes them worthwhile even if they are more expensive.

The fact that GDE is now a function of Defensiveness or Toughness (for defenders and attackers, respectively) means that brigades that increase those values are now more valuable and add some "virtual strength and organization" by slowing down losses.
The "square root rule" means, too, that battles between larger forces take longer; if a battle with one division on each side takes 2 days, a battle with 9 divisions on each side will take 6 days. No longer can Kursk be done with in a single morning...
Another key point to get across is how the new system interacts with attrition. Attrition is now an important part of the picture because:

* All units in provinces adjacent to provinces with enemy troops take attrition (simulating low-level fighting).
* Divisions with zero Organization are no longer targets in combat, so they do not “suck up” attacks, but they still do take heavy attrition losses.
* Retreating units take enhanced attrition losses if combat is over; this should make “rearguard” actions possible (the fact that combat holds up movement makes delaying actions possible, too).
* The greatest factors influencing attrition are position, pursuit, technology, movement, and supply.

Finally, I think it's important to explain that the duration of battles has increased dramatically. This means that defensive reserves, instead of arriving after the battle is over and the original defenders are in retreat, can arrive to actually reinforce the line. It means that the battle situation develops more gradually so that the player can react to how it is going if they have reserves of fresh troops.
It also means that air power can be used to either prop up or increase the pressure on critical parts of the line. Air units are likely to get several missions over the duration of one battle. While air attacks do not dominate combat, they do have enough effect that air superiority can make a key difference in “cracking” the enemy line quickly enough to allow exploitation.
Artillery Bombardment. Every Land Unit has a value for this, artillery brigades increase it dramatically. To not overpower this new feat, you can define in the misc by which factor supply consumptions rises when bombarding and also the efficiency itself on various targets (Soft/Hard/Infrastructure/IC). Also, when bombarding an adjacent province and getting attacked gives the bombardier a severe defense penalty - because his troops were arranged for long range strikes rather then for actual defense.

About Reserves, if you want to have reserves be effective, you have to hold them in reserve until "space" develops in the front line. As divisions drop to zero Organization (and thus drop out of the battle) or retreat you can add reserves in without penalty.
Combined together, these changes mean that the experience of land combat for the player is radically different from that with previous versions of HoI.


You can now select the Range of Engagement. You can decide to target a single province, a whole area or even a complete region. But, units will only fulfill missions in provinces, areas, and regions that they have range to. A new option is you can now set the mission length for several years. The new "Infinite" time length button, which will result in a non-stop mission until the player aborts, should come in quite handy.


Shore bombardment is an order that can only be given to a fleet that contains at least one capital ship (heavy cruiser or larger). The fleet will be instructed to train its main batteries on the specified province during an amphibious assault, which will result in the enemy receiving a penalty to both attack and defense effectiveness during the battle. This can help to considerably offset your landing force’s invasion penalties. Furthermore, ships will now automatically support any friendly unit in combat in a coastal province that is adjacent to them.
Changes to AoD Naval Combat

First off, there is a new unit class called heavy subs. They are available around 1939-40 and are modeled from the large Japanese submarines - some of which were capable of carrying up to 3 airplanes (submersible carriers). This is a very neat special unit with generally better overall stats than regular subs and have a huge range of operation, which gives you opportunities to operate early in the game in faraway parts of the world.
In terms of interchangeability between regular convoys and transports, destroyers and escorts, we made them in one way convertible. You can now always choose to use your DD's or TP's in regular trade relationships. But once they are converted, you won’t get them back. To avoid exploits we integrated some conversion rules, like how many escorts you get from one destroyer flotilla depends on the current tech level of the destroyer. So you will, for example, get 1 Escort from an old fashioned DD-1 and around 5 from a shiny new DD-5.
We also made attachments detachable and attachable at ports, so now you can refit your ships to your own needs. Nevertheless, we also integrated a whole lot of new brigades: from Heavy-Artillery Secondary Armament, Reconnaissance Planes, as well as Smoke Launchers and Camouflage Equipment for Lower Visibility. A rather broad selection range of attachments for your ships. After you research the Nuclear Propulsion tech for ships, you may be able to fit them with an engine based on nuclear technology.
In the combat system you are now allowed to define a minimum engagement time. We set it to 8 hours, which turned out to be pretty good. Single units of a fleet in combat now also have a small chance to escape the battle against an overwhelming enemy before the end of the minimum combat time – their underlying counter color will turn gray in case of success. Target selection and the overall mechanics of engagement, detection, and positioning have been tweaked and modeled to achieve outcomes which are now generally in-line with historical and realistic dimensions. Former “Second-Class Stats” like Speed, Visibility or Detection values now play an enormous role in combat itself and are for some smaller units even more important than the big ones, like “Sea Attack” or “Sea Defense.”
The combat mechanics have been tweaked to eliminate and/or avoid the known exploits, like “fleet-beaming” or “transporter blocking.” We also did a lot in terms of balancing and, of course, we have done a lot of research for adding historically correct ship attachments to each scenario for the major nations.
Visibility is now a cat-and-mouse game where each opponent is trying to maximize its own assets.
Don’t expect Battleships to be able to fire 30km anymore without some form of long-range detection. Radar/scout planes now are vital to finding the enemy. It’s really a bad thing for a proud WWI fleet to be taken out from a distance - never being able to find the ships that fire because of their advanced radar technology.
Also it is largely affected by weather conditions... So Battleships can now also use night cover to close in on Carriers. Of course, the closer the Battleships get the higher the chance of detection... prepare to get pummeled in the clear sky at daybreak if you didn’t make it close enough. Carriers inflict Organizational and small Strength damage in its attacks while the surface ships defend themselves against the fighters.
This system also makes subs behave more naturally as they remain hidden and wait for their chance to strike... As electric subs and later have good speed and very low visibility, they can attack and hide without the outdated Destroyers ever knowing what hit them.
Also, as always, the combat mechanics have been totally remodeled and defense now actually protects the host from a portion of the damage, while having superior firepower against low-defense targets does extra damage. So now even a fleet of 30 Destroyers with their pop guns will not make a big dent in the armor of a Battleship... while the other way around... well, not a pretty sight....
Convoy Raiding with single raiders is now also very efficient. Battle Cruiser's have become specialists in this task when the proper doctrines have been researched. Detection through Reconnaissance Planes (as attachment called “Spotters”) and radar or cover through smoke-launchers are now absolutely crucial to the outcome of a fight.


You can now select the Range of Engagement. For example, if it shall be a single province, a whole area or even a complete region that shall be the target. Also added is an Option so that you can now set the mission length for several years. The new "Infinite" time length button, which will result in a non-stop mission until the player aborts, should also come in handy.


This order reassigns a squadron to a new air base. As mentioned above, the base does not need to be within the squadron’s range. A squadron will move to the new base location via a route that does not enter enemy or neutral air space, but the squadron could be intercepted while it is moving to its new location. To avoid massive quick re-basing, we introduced a "negative organization" modifier. You get, depending on distance, an organization malus for every re-basing
Industrial Bombardment Mission

This second type of strategic mission is used to target solely the enemy's industry. This will reduce his ability to produce supplies, new units and also affect his Transport Capacity. This attack will be increased in efficiency through new technologies in the period of 43/44 to avoid too much destruction right at the outbreak of war. This Mission is dependent on the Strategic Bombardment Value of the corresponding Unit and is very effective in Late War scenarios. They can only be performed by strategic bomber units.
Airport Strike Mission (formally Runway Cratering)

The fourth strategic attack targets a specific enemy air base and attempts to inflict as much damage to it as possible. Successful attacks will reduce the airfields level and damage the aircraft stationed there. Multi-role Fighters are very effective in this Mission and do a lot of damage to aircraft at undefended Airports. You should expect enemy fighters to scramble to intercept and any AA will also attempt to destroy you, so it is wise to send some escorts along to assist you.
Changes to AoD Air Combat

Air superiority has become a much more important aspect of the game. As your country becomes quickly defenseless in terms of a lacking interceptor or fighter grid, your industrial centers will lie wide open to any strategic bomber force which is now capable to literally bomb you back into the stone age (remember the new infrastructure slider).
But interceptors alone are very inefficient. They have no eyes and no ears without a working radar coverage and intelligence reconnaissance. Radar stations dispersed among one’s own territory are now linked together in an invisible network to guide planes on Air Superiority Missions towards enemy bomber and fighter groups.
Radar now directly improves the effectiveness of Anti-Air. AA guns are now a valuable part of a nations air defense as they do more direct damage to planes flying over them. They also reduce the damage a bomber squadron can actually do to a province by forcing them to fly higher - the result of this is that they miss a lot of targets due to less accuracy because of the greater altitudes.

To avoid massive quick re-basing like in previous HoI versions, we introduced a "negative organization" modifier. You get, depending on distance, an organization malus for every re-basing
Planes who are disorganized are not able to perform any missions or re-basing - you’ll have to wait until they are organized again. This concept tries to model the need to transport spare parts, engineers and the whole logistics and support infrastructure. It tries to avoid the re-basing of complete bomber fleets in unrealistic short time frames, for example, a thousand bombers from the pacific to Europe in 24 hours. We also added a fix that you are no more able to give orders, like cancel mission, to planes who are currently engaged in combat. This exploit had lead to to much frustration in previous Multiplayer games and should now be corrected.

What comes in pretty handy for bombing with planes and also with rockets is our new dispersion and force distribution concept. No more will all bomber planes attack a single stack and avoid all the others around him – they will now split up according to the best chances a unit has in engaging different ground targets.
So for example, the CAS stack will aim for the single ARM division, while those nice Tactical Bombers are engaging a big horde of lightly armed militia infantry in the neighboring province.
When choosing Industrial or Strategic Bombardments with V1 or V2 rockets, you will quickly notice that they will spread nearly evenly on the industrial centers and important backbones of an enemy country. This comes in very handy for late war game-play as the handling is now severely simplified.
When the enemy now approaches an airfield, planes automatically re-base themselves to a near and safe airport. Even though planes flee automatically, some of them will be caught off guard/be too late - so even if the unit manages to re-base to a secure airport, they will take some damage.
“Runway Cratering” is changed (as it is now Airfield strike and does damage planes stationed on the field), added the “Industrial Bombardment” Mission and also added to the “Logistical Strike” the addition that it destroys the carried supply stock of a unit. As mentioned “Strategic Bombardment” now serves as a combination of attacks on all kinds of provincial targets with no special preference.
Being the same as with naval units, you are now able to select for all missions the scale of operation, for example, be it a single province, an area or a region. And you can now also set it on an infinite running length.
The Combat Mechanics themselves have been slightly tweaked, as now more variables are taken into account for determining a winner. Of course all modifiers and values for this can be found and edited in the misc.txt file.
Modding the Game

Overview

Arsenal of Democracy was conceived and built by members of the thriving HoI modding community. A great deal of effort has gone into making this game compatible with previous mods and dedicating specific GUI space for future mods. Modding instructions are beyond the scope of not only this manual, but this author as well.
Some modding notes

The new country ideological/national policies are all editable in a new file, ideas.txt. It uses the same commands as the minister.txt, another new file we also integrated and which makes it now easy to create and change minister traits. You can create new brigades in all three branches. They are custom definable in the boostertext.csv.
We have removed the country limit, so you can include all the nations you have ever wanted.
And of course we exported hundreds of game variables to the misc.cfg. You can set and define now every piece of the game in this file. From the cost of artillery bombardment through the relative damage a bomber does on installations to gearing times, conversion rates, infrastructure bonuses and so on.
We re-arranged the technology tab in a way that you are now able to mod in more techs if you want. the room available on every tech-section has increased dramatically.
In the events section, we build in various new commands as triggers. For example, a check command if complete areas are under control of an ally/enemy/neutral/etc., which opens up lots of new possibilities for modding.

For map creating purposes, we have removed the province limit. you can now mod your own maps with up to 10.000 provinces.
License Agreement

This Software is licensed, not sold, to the User by Paradox Interactive AB and its authorized license holder and may only be used under these following restrictions. Paradox Interactive AB reserves all rights not expressively released to the User.

Copying. The License Agreement allows the User to use the Software on one computer at a time, with the exception for such Network games that are described in the documentation enclosed with the Software. Copying of the Software is illegal.

Restrictions in User rights. The Software and the enclosed printed matter is protected by copyright laws. The User overbinds not to in any way recreate the Software’s source code so that it can be apprehended by the User or anyone else. The User may not change, adapt, translate, sub-let, lease, sell with profit, or distribute the Software, nor may he store it on a public network or create derivative products based on the Software or any of its parts. The User overbinds not to, in whole or part, spread the Software or its printed documentation to others, or to electronically transfer it from one computer to another over a network.

Rights. The User owns the original CD ROM discs on which the Software is stored, but Paradox Interactive reserves the rights of ownership to all copies of the actual Software. The Software is copyright protected.
Support

Please consider registering your game using the activation code. This gives you easy access to our tech support forums and various other useful discussion forums about the game: http://forum.paradoxplaza.com

Paradox Interactive offers many levels of service for our customers and members. To get the best help possible please visit below about our services and what best fits your issue. http://www.paradoxplaza.com/support/
Credits

Developed by:

Lennart Berg – Programming, Planning.

Philipp Elhaus – Game Concepts, Design.

Andy Gibson – Historical Research, Calculations, Discussion.


Manual Editor: Clifford Andersen.


Translation:

German - Roland Mädler.

Italian - Davide Benedetti.

Polish - Jacek Ogonowski.

Portuguese - Gianluca Debiasi Anders, Rafael Tressoldi Tedesco, & Ricardo José.

Russian - Cyril Andreichuk.

Spanish - Juanfra Valero.


Beta Testing:

Mathias Rotgeri (Lead Europe), Kyle Gordon (Lead USA),

Jan Kozak, Christoph Meyer, Josip Tarle, Lars Büttner, Brandon Mills, Dominic Freyberg, Lars Neumeier, Alexander Brunius, Dennis Stansert, Stefan Rumen, Pavel Jerzey, Stefan Nesinger, Robin Tuess, Marek Saemann, Konrad Hoerhold, Karsten Bertram, & Dennis Stansert.


Community Support:

Jamison Geibel, Ian Coccozza, Riko Jensen, Peter Simcic, Vladimir Pavlov, Manfred Tilgner, Ádám Kun, William Ling, Glenn de Groot, Nicholas Broadbridge, Giuseppe Orlando, Matthias Bestian, Fernando Torres, & Lodovico Ariosto.


Strategy is our game!

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  • User 1749
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8 Jahre 11 Monate her #9 von User 1749

Marvin schrieb: Ich werde ihn nicht übersetzen, erstens ist er durchaus mit normalem Schulenglisch verständlich und außerdem wurde im Zuge der Handbuchübersetzung, für die hier ja auch geworben wurde, schon einiges übersetzt (teilweise auch von mir) und das zwei dieselbe Arbeit machen hat keinen Sinn, da müsst ihr euch also leider noch bis zum dt. Handbuch gedulden. Leider geht die gerade eher schleppend voran, da soweit ich das sehe nur drei Leute nennenswert aktiv mitarbeiten.


Wer sind denn die drei aktiven Mitarbeiter? Jemand hier aus dem Forum? Ich weiß, dass mindestens drei von uns mitarbeiten wollten.

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