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There is obviously some concern with the multi-use of leadership, that a player can exploit the system by quickly going from one extreme (all research) to another extreme (all officers). I'm sure the system is open to some manipulation, but here is my theory on why exploits will be reduced.

Research: obviously the player would not want to under research. Over-researching results in inefficiency due to time penalty of tech. Over researching also makes a nation have less chance to build and therefore less practical knowledge, and less efficient than a nation that has time to build units.

Diplomacy: Seems like a potential exploit for an aggressive nation like Germany to minimize this. But the new politcal system will reward nations that can be included into the faction. I also have a hunch that diplomacy will be critical in getting trade agreements. Without good relationships, Germany will struggle to build stockpiles of oil and rare materials. Something that needs to be done in both peacetime (to stockpile) and in war. And if leadership (officers) can not be increased through conquest, it may be more efficient to have allies.

Espionage: Another item that seems to be exploitable (shut off in peace time). But I think the system will reward nations that perform espionage tasks to the point that nations will be denying gains if they 0 espionage, and worse have no-counter espionage activity to protect themselves. Another thing they can do is link the creation of "radar stations" to espionage investment. If 1 point of station requires 6 months to build at 1 point of espionage... a nation would need to be proactive about investing.

Officers: Its already been discussed that a nation would need to invest in officers to match production (or catch up) and to avoid division performance penalties. Obviously this is something that isn't going to be ignored. Maxing out right before war time may not help if each officer takes 3 months to produce and you need 30 officers. Likewise, PI could toss in an officer experience value in peacetime to reward making officers earlier in the game.


I like that idea of "practical" restriction of the redeployment of resources.
 
Officer number can probably go negative (ie you have more divisions than your officers can manage), if the purge take away a fixed number of officers ratehr than a percentage it'd still be a good idea to invest in officers despite knowing it was coming.
 
I love the new research model, it sounds great.

I was also a bit surprised that milita has seperate techs, as first I thought why not just have them use older Infantry techs, but on further though it makes a lot of sense. Most nations using Milita won't be using regular Inf and vice versa, so spiltting them shouldn't be much of an issue. Also, splitting them means you can make the Milita techs a lot cheaper than Infantry, so you don't make Inf too easy to research or Mil too hard. And if you can only afford to build Milita you won't want to waste research on Inf anyway.
It also means certain nations like, say, China can have a bonus on research and building Milita without them also getting bonuses to Inf.

Thats the way I see it, for balancing purposes.

I think its funny how people suddenly jumped on that little part, "why is militia tech seperate from Infantry?"

Seriously, who ever built both militia and infantry together in HOI2? I certainly never did. I can count on one finger the amount of militia units I built in all the games of HOI1 & 2 I played ;)

Cool DD, I can see myself spending lots of time on this screen. I really like the new reserach system by the looks of it.
 
The research slider is set to 4.6 (4.59 actually) which looks like it translates into 4.59 possible research projects. Can you research a partial project (i.e. use the extra 0.59 points) which would progress at a slower speed? If you don't use that extra amount is it automatically spread out to the other projects and increase the speed of those? If none of this is true, I think it would be a good idea to limit that slider to integer values.
 
The research slider is set to 4.6 (4.59 actually) which looks like it translates into 4.59 possible research projects. Can you research a partial project (i.e. use the extra 0.59 points) which would progress at a slower speed? If you don't use that extra amount is it automatically spread out to the other projects and increase the speed of those? If none of this is true, I think it would be a good idea to limit that slider to integer values.

you research the 5th one at 59% speed.
 
Are there going to be two different Artillery sections?

We can see there's a Light Artillery in the infantry section, so does this mean there's a heavy Artillery somewhere? Im assuming light artillery is an infantry brigades own "organic" guns, while heavy artillery would be associated with an arty brigade?

Or would heavy artillery fall into the "infantry support" category?

Or perhaps you just havent added it in yet... :D
 
Are there going to be two different Artillery sections?

We can see there's a Light Artillery in the infantry section, so does this mean there's a heavy Artillery somewhere? Im assuming light artillery is an infantry brigades own "organic" guns, while heavy artillery would be associated with an arty brigade?

Or would heavy artillery fall into the "infantry support" category?

Or perhaps you just havent added it in yet... :D

Where was Artillery in Hearts of Iron 2?
 
you research the 5th one at 59% speed.
I hope it will be possible to prioritise the 5th project started over the 4th one.
 
In this same specifc example, can you have 6 research projects and distribute the 4.59 points equally between them, or is 5 projects the upper limit?

And what will be the benefit.
If you just research 3x3 it will take the same time, but you will have three of the techs earlier.
 
I will miss the techteams :(
 
Now in this regard model stats are a bit like economists, put 3 Hearts of Iron fans in a room and ask them to come up with some model stats, and you’ll get 4 answers. So our guess is probably none of you will be satisfied with every model stat choice we have made.

:rofl:
:rofl:
:rofl:

Ya think?

While I may not agree with every detail of what your implement in your games, so far I have always been pleased with the scope and the "feel" of the games. I've always been pleased with the ability to mod the games into what I wish to see. With each new version, you make it easier for me to create my own personal and, to me, perfect little game.

I do like it that you are a realist, however.:cool:

I suppose if you were not a realist, you would have already thrown your hands up in disgust and gone back to gardening or something equally more personally satisfying.

Y'all boys keep up the good work.
 
Hmmmmm, excuse while i begin to salivate. This should be out just intime for holdiays :).... Good work as usual PI
 
Where was Artillery in Hearts of Iron 2?

I believe it was in the armour & artillery section.

Now I know you're going to just smile at me but the reason the asked was because there's only an armour section in the screen shot, it didnt say armour and artillery. Plus there's also anti tank listed in the infantry section.

And really, artillery is much more connected to infantry then armour, so I was thinking it was being moved....
 
Now I know you're going to just smile at me but the reason the asked was because there's only an armour section in the screen shot, it didnt say armour and artillery. Plus there's also anti tank listed in the infantry section.
If you study the layout of tabs in the screenshot youll see that there is no room for longer names such as "air doctrines" instead of air. So I belive thats why.

Now I cant wait to check out the new tabs that have been added, theory, fighter/bomber split, escort/capital split, yummy.