The New Order: Last Days of Europe - An Axis Victory Cold War Mod for HoIIV

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chankljp

Donor
I just have to shake my head in disgust at the fact that it seems like there are now people in the TNO community over on Reddit that are unironically embracing Ordosocialism without even realising that they are doing so. With me just having to argue with a guy over on the TNO sub-Reddit about why it is no OK to advocate for all White South Africans to be rounded up and deported 'back to where they came from' in the aftermath of the SAW. With that guy seemingly not able to grasp the idea that there is a massive difference between punishing people for their crimes (Such as Hertzog and the National Party siding with the Nazi RKs), verse punishing people for their ethnicity/skin color making them guilty by association.

Especially keeping in mind that in the TNO world, as of the start date, the Nation Party never came to power, meaning that Apartheid was never implemented. Meaning that in order to kick out all the 'Euros', that guy will first need to put in place an institutionalised racial segregation system just to categorise who will be considered as 'White', so that they can be mass deported at gun point and their assets seized.

It is times like this that makes me appreciate how over here on AH.com, the mods tends to step in quickly when people start going off the deep-end and advocate for ethnic cleansing.
 
So I just want to run a set of ideas I've been working to integrate into TNO in an experimental build, gauge any reaction. Most of it is taken or derived from the ULTRA Mod.
  1. An HQ Brigade which would be required for all Divisions, granting flat bonuses to Organization, Initiative, Casualty Replenishment (60%), Experience Loss, and possibly one or two benefits I can't immediately remember. All of these values would remain static except for Organization, which itself would increase as your Land Doctrines become more advanced. Would also come in Motorized and Armored variants.
    • By having the other values remain static, it allows for some of the other Brigades to still have a purpose. A Signaling Brigade for example will greatly increase the unit's initiative beyond what would be the base, representing a dedicated communications network within the unit that the HQ by itself cannot provide. Field Hospitals and by extension Transport Helicopters meanwhile are the only ways to push your Casualty Replenishment beyond sixty, but can also critically keep your units from losing experience if they are being routinely battered.
That is way too high a base casualty replenishment rate, especially for places like Russia where organization and technology should be rather poor until unification starts happening. It would basically make attritional losses irrelevant, which isn't realistic even for '60s-era warfare.

Also, because otherwise I'm going to explode, you're talking about support companies, not support brigades. None of the units you can add to a division in the division designer is a brigade.

  1. All Armored Units (MBT's and IFV's) have a Combat Width of three instead of two, and provide little to no Organization to a Division.
    • This was done primarily to prevent exclusively or heavily Armor-focused units given how strong they are in HOI4, while also recognizing that Armored Regiments need to be supported by Infantry in some form to be truly effective in the field. An Armored Division would ideally be made up of Regiments of Tanks and APC or Motorized Infantry for example.
It's already the case that tanks have a very low organization and low defense, and cannot stand their ground or even press attacks on their own. They have to have some amount of infantry to work. This is still lower than in reality, but popular armored division designs vary from 10/10 (that is, equal amounts of tanks and infantry) to 15/5 (that is, 15 tank battalions and 5 motorized or mechanized infantry battalions).

  1. Brigade variants for MBT's, IFV's, and the related Self-Propelled variants.
    • Provides more options for the player and the AI, meaning you can also better fine-tune your Divisions. You shouldn't need to build Regular Artillery if you already have a dedicated line for SP-Art's, and a Brigade of Tanks can also provide a small bit of punch to a Division without expanding its Combat Width; the latter may be the favored approach if there is a struggle to procure or produce MBT's or IFV's.
Again, you mean support companies, not brigades. A brigade is a full-fat combat unit that is represented in-game by a combination of battalions in the regimental rows (regiments and brigades being by this point basically identical).

  1. MBT's take (1) Rubber per production line.
    • I mean... why aren't they already? What are the tracks made of if not Rubber?
Metal? Anyway, resource consumption is based more on balance than a strict analysis of what resources are needed for different equipment. Requiring rubber for tanks, for example, would seriously hurt the United States, which has no reliable ability to get rubber until the Japanese-American treaty lifting their mutual embargo. This probably should be adjusted, on two fronts. First, Indonesia, Japan, and Malaysia should probably produce less and other producers like Brazil and India (that are accessible to more countries) should probably produce more rubber. The breakdown of the global trading system caused by the Nazi-Co-Prosperity Sphere victory would incentivize areas like these, which were IOTL minor or secondary producers by the 1940s, to expand production to fill the sudden hole caused by the inaccessibility of Southeast Asian rubber to the largest market. Meanwhile, the Co-Prosperity Sphere probably can't actually use all the rubber that it produces, which would probably lead them to reduce production and repurpose rubber plantations for other purposes.

Second, the U.S. should start with synthetic refineries or rubber production, to represent its OTL investment in synthetic rubber following the loss of Malaysia and Indonesia to the Japanese. By the 1960s in reality, natural rubber had fallen to become a decidedly secondary or tertiary part of the market, and there is absolutely no reason whatsoever to suppose that this wouldn't be true in TNO, either (outside of the Co-Prosperity Sphere). Probably the effectiveness of synthetic refineries in producing rubber should be greatly increased so that a country like the United States doesn't need an unreasonable number of them to fill its rubber needs.

  1. A Division can have up to (10) Support Brigades, but lose the 4th and 5th rows of their Combat Regiments.
    • This allows for more room for experimentation as, otherwise, you are only able to attach four Brigades excluding the HQ unit, and everyone has their favorite attachments. Reducing the number of Combat Regiments is in keeping with historical norms in terms of Divisional organization, though it also helps to Balance some of the other changes.
  2. Artillery is Reduced to a Combat Width of (1), but also Reduced to (12) Artillery Pieces.
    • Part of this was to help in keeping with other Support Battalions like Anti-Air being reduced to one Width as well, but reducing the equipment number is meant to provide Balance to the sheer amount of strength Artillery Regiments provide to their Divisions, or to mitigate the desire of some players to try and stack their Divisions with them.
I have to point out that line anti-tank and anti-air battalions being one-width is actually a base game thing, not something that TNO did. That was done because anti-tank and anti-air capabilities are far less generally useful than the boosted soft attack provided by artillery. Reducing artillery to one width will just incentivize players to create artillery-heavy divisions, exactly like the tank divisions you complain about.

(Also, again, they're support companies, not support brigades)

  1. Motorized and (arguable) Armored variants for Marines, Rangers and Air Cavalry.
    • It can be annoying at times that the Marines and Rangers are often left behind by their Mechanized compatriots, when the reality is that they often themselves were mechanized in some form. It would only be Marines that could have access to their own Armored units, but unless they are of an Amphibious variant there is a consequence that they'd injure the proficiency of the Division in Amphibious Assaults. Air Assault Divisions are technically already Motorized, but they need a significantly reduced roster of available Support Brigades; it wasn't possible for example for American Helicopters to transport the traditional Artillery pieces that would have made up Artillery Regiments and Brigades for example. Air Assault in those cases should have to depend on Attack Helicopters, as Support Brigades not Air Units.
This is either base game (mechanized and armored amphibious units) or already represented by having to put units in support companies (that is, long-range division fires units) to maintain divisional speed. Light artillery pieces like the 105 mm were certainly transportable by helicopter, too.
 
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Venditg

Banned
Anyone has tried Italy so far? I know from the Discord that you can elect Burgundian System( but apparently is a bug even though they said someone is planned) , Almirante can go both neofascism and authoritarian Democratic, then there is Nenni and Moro and there was supposed to be Berlinguer. Also there is Farinacci, but is it only for a puppet Italian Social Republic?
Also who are the Moskowien breakaways? I just know Bogi Smerti and Gorbachev
 
So I just discovered this,
EqTPg6-VoAAB427

This is a letter from Spiro Agnew (IOTL, Nixon's first VP) to Hans Schmidt, a white nationalist/Nazi who was the head of the German-American National Political Action Committee. AFAIK, Agnew doesn't currently appear in the mod. If he was unable to keep his views on Jews private, it might make sense that he's been ostracized from the R-Ds and his OTL political career, and would probably end up in the NPP. Considering that he became Vice President IOTL, I think he'd be a reasonable case for a really far-right President, possibly even aligned with Yockey.

EDIT: Forgot that Agnew is Secretary of State. Still, he could be exposed as a raging anti-Semite and fired.
 
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I just have to shake my head in disgust at the fact that it seems like there are now people in the TNO community over on Reddit that are unironically embracing Ordosocialism without even realising that they are doing so. With me just having to argue with a guy over on the TNO sub-Reddit about why it is no OK to advocate for all White South Africans to be rounded up and deported 'back to where they came from' in the aftermath of the SAW. With that guy seemingly not able to grasp the idea that there is a massive difference between punishing people for their crimes (Such as Hertzog and the National Party siding with the Nazi RKs), verse punishing people for their ethnicity/skin color making them guilty by association.

Especially keeping in mind that in the TNO world, as of the start date, the Nation Party never came to power, meaning that Apartheid was never implemented. Meaning that in order to kick out all the 'Euros', that guy will first need to put in place an institutionalised racial segregation system just to categorise who will be considered as 'White', so that they can be mass deported at gun point and their assets seized.

It is times like this that makes me appreciate how over here on AH.com, the mods tends to step in quickly when people start going off the deep-end and advocate for ethnic cleansing.
People have trouble separating fiction from reality sometimes. I've had plenty of people tell me that they only play those paths that they personally agree with IRL (usually ignoring the darker sides of said paths).
 
People have trouble separating fiction from reality sometimes. I've had plenty of people tell me that they only play those paths that they personally agree with IRL (usually ignoring the darker sides of said paths).
I would also note the benefits of playing precisely those paths we disagree with, precisely because playing them helps us self-articulate our objections. Although aggregated community opinion has identified certain factions as "good" or "bad", the experience of playing both of those sides best allows us, in my opinion, to decide whether popular opinion is right and, most importantly, why. A person who only plays faction x because their ideology matches their IRL identification is missing out on two opportunities.

First, their subscription to that specific faction may, as Twiggierjet noted, lead them to gloss over valid objections to such systems. Even if you still like your imperfect political avatar at the end of a game, noting their imperfections can be a valid blueprint for deciding whether your own adherence has led you to make comparable mistakes (but obviously on a much smaller scale, as I presume none of us are heads of state or suspiciously-idealistic warlords). And even if your experience is (much) less profound than a complete ideological realignment, you can still better articulate your concerns about initially-benign paths. For example: from a narrative standpoint, I like Mikhail II a lot. He's got an inspiring underdog narrative predicated on the brave personal decision to labor for a better future despite contemporary challenges. It could be tempying to view Mikhail as a benevolent AuthDem Tsar and his moves toward constitutional monarchy as successful due to his initiative. And yet, from an objective standpoint I have to acknowledge that his regime is flawed precisely because of its monarchic qualities (no one can guarantee the relatively-less experienced Mikhail will make the right decisions, irrespective of his benevolent intentions; and even if he does his successor(s) may not). After this playthrough, I believe my political opinions are only improved by accepting Chita's reformist path as a flawed but engaging experience. People who only play their favored side are more likely to do so with rose-tinted glasses, missing out on the chance to critically engage with viewpoints they're invested in.

Second, deliberately avoiding factions because you already know they're "bad" may prevent players from better understanding what makes them unfavorable. These cases can be split into two groups. The obviously evil sides, whose wrongdoings are for the most part self-evident, are certainly worth playing because you can see if you successfully predicted their misdeeds. But a very interesting counterpart to these are the "ambiguously monstrous", so to speak. TNO presents factions that come from demonstrably flawed backgrounds, continue to commit heinous acts during the playable narrative, but produce non-dystopic outcomes. These paths can valuably inspire us to examine our opinions on such groups and meta-analyze how we personally judge societies (again probably an overly-profound expectation for a paradox mod, but who knows?). I know someone who wholeheartedly objects to Samara/ROA, condemning their collaborationism. Over the course of his playthrough, his viewpoint evolved. By the end, he still strongly disapproved of all of Samara's paths, but his objections evolved from a sort of deterministic viewpoint ("they were collaborators so their subsequent actions are tainted") to more policy-based/practical criticisms ("Okhtan only being able to smash the piggy-bank once leaves him and his state on borrowed time, Bunyachenko will sell out his own country to win a war, and Zykov's democracy is fragile at best or a dangerous illusion with good PR at worst"). I'm not saying everyone's going to have this experience, but I do believe those who reflexively avoid predesignated factions or dismiss them by begging the question ("X is bad because they're the state that follows X-ism") are missing out on the chance to better articulate their opposition and discover new criticisms from their peers. I know I have.
 
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I've had plenty of people tell me that they only play those paths that they personally agree with IRL (usually ignoring the darker sides of said paths).
Why would that be strange? Most players in most games will try to play "good" characters, and given the heavy narrative qualities of TNO it's no surprise that players of the mod would behave the same way (in a way they would not as much in the base game, where narrative is deemphasized). I know when I'm prioritizing my game time I'd much rather play a path that at least plausibly improves the world (even if just a fictional world) than one that makes it worse, and obviously what I perceive as "improving the world" is going to be heavily colored by what I consider to be good IRL.
 
This is a letter from Spiro Agnew (IOTL, Nixon's first VP) to Hans Schmidt, a white nationalist/Nazi who was the head of the German-American National Political Action Committee. AFAIK, Agnew doesn't currently appear in the mod.
Agnew is MCS's VP. He's in already.
 
Why would that be strange? Most players in most games will try to play "good" characters, and given the heavy narrative qualities of TNO it's no surprise that players of the mod would behave the same way (in a way they would not as much in the base game, where narrative is deemphasized). I know when I'm prioritizing my game time I'd much rather play a path that at least plausibly improves the world (even if just a fictional world) than one that makes it worse, and obviously what I perceive as "improving the world" is going to be heavily colored by what I consider to be good IRL.
There's nothing overarchingly wrong with playing "good" characters, @Twiggierjet just seems to be emphasizing the "ignoring the darker sides of said paths" part as detrimental. The criticism is not on people like you, who notice how "good" routes make interesting and/or impactful contributions, but rather on those who allow their investment in those positive outcomes to cloud their awareness of morally-grey moments the devs have inserted into even the most "wholesome" paths.
 
Why would that be strange? Most players in most games will try to play "good" characters, and given the heavy narrative qualities of TNO it's no surprise that players of the mod would behave the same way (in a way they would not as much in the base game, where narrative is deemphasized). I know when I'm prioritizing my game time I'd much rather play a path that at least plausibly improves the world (even if just a fictional world) than one that makes it worse, and obviously what I perceive as "improving the world" is going to be heavily colored by what I consider to be good IRL.
I've seen people play the same 4 or 5 countries/paths in KR over and over again just because everything else is "too evil" for them, not even considering the genuinely good writing that goes into some of the paths they deem unacceptable to play as. Although to be fair certain experiences over the past year have very heavily soured my opinion on wish fulfillment in media, so I am probably biased on this issue.
 
That is way too high a base casualty replenishment rate, especially for places like Russia where organization and technology should be rather poor until unification starts happening. It would basically make attritional losses irrelevant, which isn't realistic even for '60s-era warfare.

Also, because otherwise I'm going to explode, you're talking about support companies, not support brigades. None of the units you can add to a division in the division designer is a brigade.
I suppose this is indeed a debatable point, but from what I've found I see no reason why a base rate of (60%) is unacceptable. I should have specified that each level of the Field Hospital and the Transport Helicopters only provides an additional (2%) replenishment, their focus being aimed primarily at maintaining the Division's veterancy. I will try and message the ULTRA team to see how they arrived at the (60%) figure though.
I will also apologize for the mistakes in terminology; Brigade seems to be my go to designation for most things as of late, that or Battalions, and I've repeatedly failed to catch myself in making those errors.
It's already the case that tanks have a very low organization and low defense, and cannot stand their ground or even press attacks on their own. They have to have some amount of infantry to work. This is still lower than in reality, but popular armored division designs vary from 10/10 (that is, equal amounts of tanks and infantry) to 15/5 (that is, 15 tank battalions and 5 motorized or mechanized infantry battalions).
The MBT's and IFV's would actually have no organization, being entirely dependent on upon the Infantry and Support Companies that make up the Division. The end result is that, combined with the change from (2) CW to (3) CW, the traditional Armored Divisions are no longer tenable, least based on the experiments I have run.
Metal? Anyway, resource consumption is based more on balance than a strict analysis of what resources are needed for different equipment. Requiring rubber for tanks, for example, would seriously hurt the United States, which has no reliable ability to get rubber until the Japanese-American treaty lifting their mutual embargo. This probably should be adjusted, on two fronts. First, Indonesia, Japan, and Malaysia should probably produce less and other producers like Brazil and India (that are accessible to more countries) should probably produce more rubber. The breakdown of the global trading system caused by the Nazi-Co-Prosperity Sphere victory would incentivize areas like these, which were IOTL minor or secondary producers by the 1940s, to expand production to fill the sudden hole caused by the inaccessibility of Southeast Asian rubber to the largest market. Meanwhile, the Co-Prosperity Sphere probably can't actually use all the rubber that it produces, which would probably lead them to reduce production and repurpose rubber plantations for other purposes.

Second, the U.S. should start with synthetic refineries or rubber production, to represent its OTL investment in synthetic rubber following the loss of Malaysia and Indonesia to the Japanese. By the 1960s in reality, natural rubber had fallen to become a decidedly secondary or tertiary part of the market, and there is absolutely no reason whatsoever to suppose that this wouldn't be true in TNO, either (outside of the Co-Prosperity Sphere). Probably the effectiveness of synthetic refineries in producing rubber should be greatly increased so that a country like the United States doesn't need an unreasonable number of them to fill its rubber needs.
Oh you will find me in perfect agreement on all accounts that TNO needs sweeping changes when it comes to how its resources and industries are distributed, and I have touched upon those some of those very issues on this Thread and on the Reddit. As it was the United States historically had moved heavily towards the production of synthetic rubber, to the tune of easily outstripping natural production of rubber twice over by the end of the Second World War, and given America's bountiful supply of Oil, I don't see any reason why those industries wouldn't have been developed in this universe.
My only concern is how it would mesh with the new Economic System that is going to be implemented.
I have to point out that line anti-tank and anti-air battalions being one-width is actually a base game thing, not something that TNO did. That was done because anti-tank and anti-air capabilities are far less generally useful than the boosted soft attack provided by artillery. Reducing artillery to one width will just incentivize players to create artillery-heavy divisions, exactly like the tank divisions you complain about.
Artillery actually has been significantly nerfed specifically because of this.
As an example:
  • 3rd Gen. Artillery in TNO has Defense of (18), Breakthrough of (8), and Soft Attack of (40), with (36) pieces in an Artillery Regiment.
  • 3rd Gen. Artillery in ULTRA has a Defense of (6), Breakthrough of (0.6), and Soft Attack of (14.5), with (12) pieces in an Artillery Regiment.
Their focus becomes largely a Defensive one, though their Offensive potential can be increased with the right Doctrines; they would never be as powerful as they are in traditional HOI4 however. The Motorized and Self-Propelled variants are subject to similar cuts.
This is either base game (mechanized and armored amphibious units) or already represented by having to put units in support companies (that is, long-range division fires units) to maintain divisional speed. Light artillery pieces like the 105 mm were certainly transportable by helicopter, too.
Unless I am just missing it (and I wouldn't rule that out) I don't see any Amphibious Armor available for research or production.
Now as for the Mechanization and Motorization, I would still rather have the option to have Regiments of Marines or Rangers equipped with Vehicles as opposed to having that represented by a Support Company; a Division of Marines with standard equipment should not be largely equal to a Division of Marines equipped with APC's and MBT's.
The incapability of 60's Helicopters carrying Artillery pieces was a misreading on my part. However, Artillery Regiments that are part of a Air Assault Division should need to be equipped with Transport Helicopters themselves.
 
I just have to shake my head in disgust at the fact that it seems like there are now people in the TNO community over on Reddit that are unironically embracing Ordosocialism without even realising that they are doing so. With me just having to argue with a guy over on the TNO sub-Reddit about why it is no OK to advocate for all White South Africans to be rounded up and deported 'back to where they came from' in the aftermath of the SAW. With that guy seemingly not able to grasp the idea that there is a massive difference between punishing people for their crimes (Such as Hertzog and the National Party siding with the Nazi RKs), verse punishing people for their ethnicity/skin color making them guilty by association.

Especially keeping in mind that in the TNO world, as of the start date, the Nation Party never came to power, meaning that Apartheid was never implemented. Meaning that in order to kick out all the 'Euros', that guy will first need to put in place an institutionalised racial segregation system just to categorise who will be considered as 'White', so that they can be mass deported at gun point and their assets seized.

It is times like this that makes me appreciate how over here on AH.com, the mods tends to step in quickly when people start going off the deep-end and advocate for ethnic cleansing.
It's becoming increasingly common on the left, particularly third-worldists, who I've come to see as non-white Nazbols. They ultimately value some abstract sense of justice over human life, and that's something I can never sympathize with.
 
I've seen people play the same 4 or 5 countries/paths in KR over and over again just because everything else is "too evil" for them, not even considering the genuinely good writing that goes into some of the paths they deem unacceptable to play as. Although to be fair certain experiences over the past year have very heavily soured my opinion on wish fulfillment in media, so I am probably biased on this issue.
Yes, and they brag about how they do that and how paths are morally bankrupt and literally everyone who likes these paths are awfull people/fascists.
 
I suppose this is indeed a debatable point, but from what I've found I see no reason why a base rate of (60%) is unacceptable. I should have specified that each level of the Field Hospital and the Transport Helicopters only provides an additional (2%) replenishment, their focus being aimed primarily at maintaining the Division's veterancy. I will try and message the ULTRA team to see how they arrived at the (60%) figure though.
A 60% casualty replenishment rate means that constant combat will cause very few casualties on either side. As I said, having a replenishment rate that high basically makes attrition impossible, because both sides will lose few men even in protracted combat.

I will also apologize for the mistakes in terminology; Brigade seems to be my go to designation for most things as of late, that or Battalions, and I've repeatedly failed to catch myself in making those errors.
It's actually very simple. Battalions are the units that go in the slots on the right and do most of the combat stats. Companies go in the slots on the left and mostly provide non-combat bonuses.

The MBT's and IFV's would actually have no organization, being entirely dependent on upon the Infantry and Support Companies that make up the Division. The end result is that, combined with the change from (2) CW to (3) CW, the traditional Armored Divisions are no longer tenable, least based on the experiments I have run.
That just means that you convert from traditional armored division designs to traditional artillery division designs, since the stats you're describing are very similar to current artillery battalion stats. It also makes breakthroughs significantly more difficult because it would be difficult to get divisions with high breakthrough and firepower any more. I think this would negatively affect the balance of the game by making rapid offensives very difficult; you're essentially converting the game into a WWI simulator, which doesn't make a lot of sense for a '60s-era game.

Also, IFVs are already underpowered in-game, they shouldn't be nerfed any farther. It makes no sense to build them if you can afford a main battle tank. Honestly, they should be the "mechanized" equipment, with APCs the "motorized" equipment instead. Then there would be a reason to build them.

Artillery actually has been significantly nerfed specifically because of this.
As an example:
  • 3rd Gen. Artillery in TNO has Defense of (18), Breakthrough of (8), and Soft Attack of (40), with (36) pieces in an Artillery Regiment.
  • 3rd Gen. Artillery in ULTRA has a Defense of (6), Breakthrough of (0.6), and Soft Attack of (14.5), with (12) pieces in an Artillery Regiment.
Their focus becomes largely a Defensive one, though their Offensive potential can be increased with the right Doctrines; they would never be as powerful as they are in traditional HOI4 however. The Motorized and Self-Propelled variants are subject to similar cuts.
But by reducing the width of an artillery battalion to 1, you can now have three times as many of them in a division. You can't quite make a 14/4 division-equivalent because you can only have 25 battalions in a division, but a 15/10 division is quite possible and would be roughly as powerful except for the breakthrough. Clearly ULTRA has nerfed artillery above and beyond merely reducing the number of tubes in a battalion, because 8/3 != 0.6. Honestly, given the stats you describe, what you would mostly be doing would be removing all of the remaining incentive to build artillery in TNO (there actually is not much at the moment). Instead, it would make more sense to build tanks and use those to replace artillery; yes, you talk about tanks having no organization at all, but artillery is not an org-provider anyway, it's a firepower-provider. If it's not providing firepower, what's the point?

Already self-propelled artillery (light or not) is actually fairly useless in-game, because you get better stats by using tanks instead. This would just make that even more true.

(Also, it's a battalion instead of a regiment...)

Unless I am just missing it (and I wouldn't rule that out) I don't see any Amphibious Armor available for research or production.
Not in mod, no. But in base game (with the DLC) you do, indeed, have the ability to build amphibious tanks and amtracs, which (when formed into battalions) function precisely as armored and mechanized marines, respectively. Therefore, only a relatively small amount of work needs to be done to allow marines to be armored or mechanized.

The incapability of 60's Helicopters carrying Artillery pieces was a misreading on my part. However, Artillery Regiments that are part of a Air Assault Division should need to be equipped with Transport Helicopters themselves.
Having an excessive number of support companies that are intended for very specific purposes (such as being the airmobile version of another support company) is bad from a usability perspective, since now users have to search through and decipher numerous very similar entries. It would make more sense to slightly increase the number of transport helicopters used by the various battalions and companies that currently use them, under the assumption that the user will be building a full set of support companies to go alongside them. This has the same net effect (extra transport helicopters needed) but is significantly better for the user.
 

Venditg

Banned
I want RK Moskowien to collapse, how do I make it happen? Console commands also good.

And what are the ideologies I can turn Italy into?
 
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