• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Everything looks awesome except for the changes to the guards. Doesn't make any sense that they would be great for attack, but bad at defense. I assume this is an attempt to turn them into storm troopers. I would have preferred some other form of mechanism if the sole goal was to prevent all guard armies. I actually like the Vic 1 system, that had inf, regulars and guards. Made sense that the standing army be composed of regulars and guards, while the mobilized troops were plain infantry.
 
Just bumping this question. Shall we be able to re-name combat units in-game? :D
This is something I'd like to see as well, including the possibility of nation-specific names a la Hearts of Iron. It's a bit jarring to see your nation's uniquely-named starting armies devolve into generic labels in English after a couple of decades. In other Paradox games, that only happened when the game exhaused the unit name list of the country in question, and it's a shame Vicky2 has no such list at all. Make it at least optionally moddable, please!
 
Everything looks awesome except for the changes to the guards. Doesn't make any sense that they would be great for attack, but bad at defense. I assume this is an attempt to turn them into storm troopers. I would have preferred some other form of mechanism if the sole goal was to prevent all guard armies. I actually like the Vic 1 system, that had inf, regulars and guards. Made sense that the standing army be composed of regulars and guards, while the mobilized troops were plain infantry.
I kinda like it, it might not make perfect RL sense, but you have specialised troops now, which improves gameplay.
 
After some thinking and rereading I wonder how the actual combat is going to treat Artillery now.

Before if the infantry unit (Tank, Guard, Artillery etc.) in front of the artillery piece ran out of organisation, it was replaced by the artillery unit; now that artillery is a support only brigade, how does that system work with reinforcements? Are units cycled still on the front lines, or does the artillery retreat as soon as it enters front line combat?

Also I guess you have changed some of the tech bonuses around; could you please shen any light on it? Also, what does the Discipline stat do in game and is it still present for Guards?
 
1. Will the defeated units finnaly be unable to retreat into enemy territory, as it was the case in Vic1?

2. Will the forts finnaly stop working as medieval castles by increasing time of the occupation? The idea of EMPTY fortifications increasing the occupation time is ridiculous.

3. Will AI form fronts?
 
Any work on dealing with the horrible leader management mechanism? As in it doesn't sort correctly if you have unticked/deactivated a leader, the tooltip becomes incorrect, and you need to click twice to resort the list. There also needs to be far greater differentiation between Generals and Admirals rather than just mixing them up, at least some way to only show Generals/Admirals. It would also be extremely useful to remove unwanted leaders rather than just deactivate them, I'm never going to be using that guy with a -4 attack penalty for example, or even a way to prioritise auto-assignment.

2. Will the forts finnaly stop working as medieval castles by increasing time of the occupation? The idea of EMPTY fortifications increasing the occupation time is ridiculous.

I think the Fort is assumed to have a permanent garrison which isn't represented directly, but by the overall effect of having a fort in the province.
 
Supply Limits have been flattened to reduce the differences between the province owner and others, making it more viable to use large armies in enemy territory.
Does this mean that masses of Chinese armies can traipse through Siberia?

I like the other improvements/changes, but I'm wondering why the supply limit/attrition mechanic is being changed.
 
1. Will the defeated units finnaly be unable to retreat into enemy territory, as it was the case in Vic1?

This please.

Also make it possible to demand other countries from giving military access to other countries and add a cheap "revoke military access" CB. I hate the military access shenanigans the AI really loves. It's extremely frustrating, especialy combined with army pingponging.
 
This all looks great, particularly the "total war score" system. Not to take anything away from all the great features listed, but the two things I'd like to see that I didn't are:

1. more transparency in what is actually going on in a battle, and a way to see all the modifiers that are affecting it. I know the real experts have figured all this out, but even as someone who's spend many hours playing and completed several games, battles still feel like a black box.

2. More tweaking to the causus beli/infamy system. I'm not exactly sure what to do, but it went from feeling completely ridged in V2 to still ridged, but also too random in AHD. It does so much to shape the options of your nation and the trajectory of the entire game that it I wish it was less ridged and less random (the difference between getting 0 and 22 infamy from a conquest CB is just crazy from a single roll of the dice.)
 
Last edited:
Does this mean that masses of Chinese armies can traipse through Siberia?

I like the other improvements/changes, but I'm wondering why the supply limit/attrition mechanic is being changed.

Probably to help deal with things like France being able to place almost 40,000 soldiers in a province with no problem, but me barely being able to put a quarter of that in it until I finish occupying it. And I believe it was mentioned that number of troops will now affect occupying rate, so a boast is very useful.
 
To paradox interactive readers ,
Please suggest to the development team to add an option to split and balance one big army into fixed number of armies automatically , And some Counter view like Hearts of Iron 3 .

Thank you .
 
To paradox interactive readers ,
Please suggest to the development team to add an option to split and balance one big army into fixed number of armies automatically , And some Counter view like Hearts of Iron 3 .

Thank you .

Default Army composition? That would be awesome. Grab a 300 stack tell it to split and it automatically breaks itself down to produce armies based on predetermined combinations of units.