Hierarchy Module Document

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
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Re: LET’S LOOK AT THE NEW STUFF

Post by Curtis Lemay »

Right-clicking on the commander buttons calls up the Commander Editor (think Equipment Editor for Commanders). Let’s look at a few of them:
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Re: LET’S LOOK AT THE NEW STUFF

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Note that while the insignia sequence is the same for all, rank names may vary between major nationalities. Ranks run from Sargent Major to Field Marshal. Some more of them:
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Re: LET’S LOOK AT THE NEW STUFF

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Most on the list are at least Lieutenant Generals. But there is a smattering of a few special lower ranked ones:
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Re: LET’S LOOK AT THE NEW STUFF

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And a few more:
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Re: LET’S LOOK AT THE NEW STUFF

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Commanders must be added to the scenario from the Commander List. Once in the scenario, they will appear on their side’s Commander Inventory List. (Equivalent to the Equipment Inventory List):

This is actually a two-page dialog. The first page shows Commander Strengths. The second page (shown here) shows formation assignments. Each side can have up to 1500 Commanders assigned.
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Commander Inventory.jpg
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Re: LET’S LOOK AT THE NEW STUFF

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Now let’s move on to the Unit Object. Here’s the old/new Unit Dialog:

Note the new items: National Flag, Service Arm, Equipment Checkboxes, Disbandment Options, Division/Recombination Options, and Manpower Estimate. Note the double-sized unit name. Note the change page button in red.

The effects of the equipment checkboxes are as follows (left to right):
1. Upper bit of the upgrade rule. 00 = Section and flags match, 01 = Section match
2. Lower bit of the upgrade rule. 10 = Group flags match, 11 = no restrictions
3. Group flag 0
4. Group flag 1
5. Group flag 2
6. Group flag 3
7. Set = detachment not allowed.
8. Set to initiate upgrade.
Note: Group flags are not yet used (must wait till the Equipment Expansion later).
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Unit Dialog comparison.jpg
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Re: LET’S LOOK AT THE NEW STUFF

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Toggle the “Page 2” button and the second page (showing subordinate units) will appear. But this scenario doesn’t have subordinate units (nor do any of my released scenarios yet), so we have to switch to a test scenario to see this. After doing so, we get this shot on the right:

On the left is page 1 (equipment). The unit has a few items of equipment, perhaps about the same as a regimental HQ. On the right is page 2 (subordinates). This unit has four subordinates – three identical and one unique. This gives designers the ability to make unit subdivision non-uniform. Players can even disgorge/absorb individual subordinates, one at a time. Units with subordinates do not subdivide like other units do – if forced to by combat. Rather, they disgorge all their subordinates.
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Re: LET’S LOOK AT THE NEW STUFF

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While the above may be interesting, there is one use for subordinates that provides a more valuable benefit: Carrier Air Groups. Previously, such air groups had to ride on top of carrier units in a stack – not very satisfactory. Now, such groups can be internalized interior to the carrier. Here’s an example:

This shows a TF icon that has 8 subordinate carriers. As we shall see below, most of those subordinate carrier units have subordinate air groups.

But first, note the 8 checkboxes on each subordinate. The effects of the subordinate checkboxes are as follows (left to right):
1. Unit is being lifted (not yet implemented – needs the future equipment expansion)
2. Nationality match
3. Background match
4. Foreground match
5. Icon match
6. Size match
7. Set = detachment not allowed.
8. Toggle detached/attached.
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TF58.jpg
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Re: LET’S LOOK AT THE NEW STUFF

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To review, that is the last of five suites of checkboxes:
1. Formation Page 1: Formation Units (8 checkboxes)
2. Formation Page 2: Formation Commander (5 checkboxes)
3. Formation Page 2: Subordinate Formations (5 checkboxes)
4. Unit Page 1: Equipment Upgrades (8 checkboxes)
5. Unit Page 2: Subordinate Units (8 checkboxes)
Designers and players will need to keep them separated in their minds. :D

Note that there is a new Player Option to hide those checkboxes (since they’re only needed when detaching/attaching stuff):
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Re: LET’S LOOK AT THE NEW STUFF

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Unit Report with and without checkboxes:
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Re: LET’S LOOK AT THE NEW STUFF

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Now, here’s the page 2 of the USS Essex unit. Lots of subordinate air groups. This is the only instance where a subordinate (carrier) can have subordinates (air groups):
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Third Fleet Essex page 2.jpg
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Re: LET’S LOOK AT THE NEW STUFF

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Some of the new Unit parameters have been added to the OOB-Units Dialog:

Note the Bombardment Length column, National Flag column, Service Arm column, and Manpower total. Note the double-sized unit, formation, and force names.
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Re: LET’S LOOK AT THE NEW STUFF

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Similarly, some of the new Formation parameters have been added to the OOB-Formations Dialog:

Note the National Flag, Service Arm, and Formation Size columns. Note the double-sized Force and Formation Names.
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Re: LET’S LOOK AT THE NEW STUFF

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Just for fun, I took the Manpower Estimates for all my scenarios and put them in a spreadsheet:
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All Scenario Manpower.jpg
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Re: LET’S LOOK AT THE NEW STUFF

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This shot shows the “Star” in the Flag Unit’s upper left corner that IDs the unit with the flag:
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Re: LET’S LOOK AT THE NEW STUFF

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Here’s a shot showing the new color bands for “Out of Command” (Hot Pink) and “Under Orders” (Light Pink):

Units are “Out of Command” if they are too far from their flag unit and a courier hasn’t arrived yet. Once it does, the unit becomes “Under Orders”. Courier movement is abstracted such that the distance to the flag is calculated, and if it exceeds the command radius there is a chance it is out of command. If beyond the courier per-turn range, it is tagged as out of command. If within that range, it has a fractional % chance of being out of command (distance / courier range). Passing, it is under orders. Each turn, one such range is subtracted till the courier finally arrives. Once “Under Orders” the unit can move but only towards its flag unit – via a special procedure. The courier per-turn range is twice fast horse (cavalry) movement for pre-20th Century topics and twice fast motorized movement (motorcycles) for 20th Century topics.
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Re: LET’S LOOK AT THE NEW STUFF

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Here’s an example of courier range (0.25km/hex, 1-hour turn, 240% movement bias):
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Re: LET’S LOOK AT THE NEW STUFF

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This shot shows a unit detached from its formation and the resulting color band (Lime):

The detached unit has had its MPs zeroed and will not have them updated between turns so long as it remains detached. However, the unit can move its entire allowance before detaching. So, the unit need not forgo any MPs to swap formations, if done right. But this retains the player’s compulsion to re-attach the unit ASAP.
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Re: LET’S LOOK AT THE NEW STUFF

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The following shot shows the Alternate Force and Alternate Forces Dialogs:

I provided plenty of Alternate Force buttons since some designer doing all of WWII might need a bunch of them and I wanted to accommodate that choice.

This scenario has values of 90 for Replacement Proficiency and Commitment. But that is primarily for the main force of Germany. Other elements of this force need different replacement values. Here, German Panzer units get slightly better replacements. Others, like Romania, for example, get far worse. In the panzer example above, all three identifying paths are used. But most cases only require the flag path.
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Re: LET’S LOOK AT THE NEW STUFF

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This case, the Finns have the same values as the main force. But, the originals for the main force can now be changed by event, so it is good practice to give the Finns an alternate force:
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