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I think you mean me. I haven't seen BB in HoI3 mentioned anywhere so far, but it's been in every Paradox game I've played, so I expect it in HoI3. If they don't have BB I expect they'll have some other measurement for a nation's agressiveness/expansionism, it's too useful a trigger not to have.

I agree with you that there'll be some implementation of balance of power, and means by which the AI can understand aggressiveness and expansionism of course, but badboy points isn't necessarily it. The absense of badboy points doesn't imply the absense of balance of power mechanisms for instance. I know bb's been in every other game, but some concepts Johan's mentioned so far have the potential to finally move beyond bb points as a way of doing this.
 
Cleary you are not reading the Dev diaries, you can influence your and other country's political set up via esponainge.

It might seem obvious when you already know how everything works, if you don't it's more logical to think Johan meant 3rd parties might alter your party organisation via espionage while you had access to similar tools for your own nation on the yet to be revealed politics screen. I suppose there's nothing wrong with managing your own nation via the espionage screen too, but it's not entirely intuitive.

Can you only suppress other parties in your country via espionage or can you support them as well? The latter would seem counter-intuitive.

It's not "the espionage screen", it's "Intelligence". I can't see anything wrong with this being both external and internal. The military/secret police and intelligence services served both roles, even if they were separate branches/departments, such as MI5 (internal security) and MI6 (external) in the UK. And internally, looking out for potential subversives/rebels amongst your well-organised political opponents would be as important as looking for enemy spies (counter-espionage).

I am a little puzzled by the rationale that you might want to help political opponents, such as playing as Germany and giving funding to the KPD (Communist Party of Germany) to use this as a mechanism for internal change. This is more likely to lead to a revolution/civil war. Maybe this is for ahistoric games.

But perhaps during 1936-39 there was some small opportunity for elements in the government/armed forces/judges etc. to have more actively promoted Paternal Autocrats or Social Conservatives (such as the DNVP [German National People's Party] ) to try to move the country away from complete domination by the NSDAP, less authoritarian etc. My guess is you can model this in the game by spending leadership points through Intelligence in promoting the DNVP and/or subverting the NSDAP. This way you might dynamically produce some internal political change, instead of the crude-HOI2 type linear sliders.

This would be at the cost of using some leadership points that you could use for other things, such as research and Intelligence missions in other countries. I would think there would be no certainty that you could have any effect on NSDAP control, particularly if you start completing Missions/Decisions (Re-Occupation of the Rhineland, Anschluss) that boosts NSDAP popularity at the same time as you are trying to remove them, or reduce their influence.
 
I've got to say that, from the sounds of it, this new politics/intelligence system is the best so far (for any Paradox game).

It does look like an improvement. I always found the intelliegence folder a little straight forward in HOI 2. It was fun, but had too many obvious choices. With these political moves, there needs to be cost and benefit with most changes that a player can make.
 
I hated sliders so i am glad they are gone :)
Now obviously the factors (percentage) for the various parties are just place holder and will be worked on and refined before game is launched. I seriously doubt there was any opposition with a 30% organisational level in Germany in 1936. The national socialists had secure almost total control.

What I am interested in is how a player can manipulate his own country towards a particular leaning.
Is this by enabling laws?
As a point of interest can a player disable a law? And by disabling/ enabling laws do other law options open and are they country specific or are they ideologicaly specific?
Do all facist states get laws A to D, communist get laws E to H and democracies get laws I to K or is it a mix match depending on your ministers, leanings etc?
 
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Not sure there is enough difference in colour range for the 'popularity' pie chart (but that might just be me -im a little unsure which colour relates to which ideology).

The colors are a little bit hard to see the difference between.

I might be a little bit Paternal Autocrat here, but the logic in how the ministers were arranged in HOI I and II was... more logical than having them in descending order as is here.

Head of State, Head of Government
Foreign, Arms
Security, Intelligence
Staff, Army
Navy, Airforce
 
Someone mentioned badboy, from what I've read of the DDs so far... there's nothing to lead me to assume that badboy scores will be a part of HoI3.

There might be a "threat_level_score" or something though
 
There might be a "threat_level_score" or something though
I think the system that shows on the provided screenshot of "threat to us - threat to them" actually has the potential of being a lot more logical then the single badboy score we've in PI games so far. Then again, we'd still need a system to quickly see to whom are the biggest threat so we can easily see if we can expect any DoWs soon.
 
Love it Love it simply Love it :D

Great work PI
 
The list of laws looks pretty long, which is good, but I hope there will be some way to have them in a more organized matter or to sort them :)
Well King has said that they are fully moddable and like events:
Laws are fully modable and uses the same trigger rules as events. Giving us a wide scope of things to play with when we come round to balancing laws.
... so I'd imagine ordering them would be quite straight forward??
 
Well King has said that they are fully moddable and like events:

... so I'd imagine ordering them would be quite straight forward??

The list you see in the screenshot looks quite long, so looking for a particular law might be a nuisance :)
Like looking for the next best 'commando' leader in the leaders list in HoI2.
 
Hey!

Will events on the battlefield (for example winning, loosing battles, conquering strategical provinces loosing too much men or waging wars too long...) also affect my dissent/ political alignment?

Greetings from Hun :)
 
As a dictator, can you force the parties to be changed by outlawing a party, or arresting its leaders on trumped up charges?

And if so, is it possible for them to have a backlash?
 
Hey!

Will events on the battlefield (for example winning, loosing battles, conquering strategical provinces loosing too much men or waging wars too long...) also affect my dissent/ political alignment?

Greetings from Hun :)

I have a feeling there will be some connection between these factors, I certainly hope so. If I lose an army Stalingrad there should be some ripple effect.
 
Id like to ask Paradox to rethink the sizes of these "bonuses". A +25% bonus is really very big if one looks through the fact that the game lasts so long. It causes bigger discrepencies thus makes the game harder to balance. One could see it with the +25% to ic and the -20% to production costs and time for the respective sliders in HOI2. It made late game balance really beneficial to allies...

You mean, like in real life? ;)