• 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.
1. Game editor, game editor, game editor! :D Similar to the HoI2DD version, I should think. IMHO this was a major omission that needs to be addressed.

2. Ability to fire a commander at any time. And by fire, I don't mean "replace", I mean get rid of him. Either that, or give me something similar to the retire old guard mod.

Thanks for letting me vent. Cheers.

+1 on both items

Cheers
 
Industry shouldn't be destroyed when a province changes hands. It should be destroyed during battle, much like land fortifications.
 
industry shouldn't be destroyed when a province changes hands. It should be destroyed during battle, much like land fortifications.

+1
 
Industry shouldn't be destroyed when a province changes hands. It should be destroyed during battle, much like land fortifications.

+1!

The problems of running industry in occupied territory is already calculated into the penalties to occupied IC. No reason to actually having to rebuild this, unless damaged by battle (Or "scorched earth" retreating troops)
 
Industry shouldn't be destroyed when a province changes hands. It should be destroyed during battle, much like land fortifications.

Agree, and same for resorces
 
Last edited:
I have two ideas I'd really love to see added. Under the Espionage tab include a way to see an approximation of what that country's manpower, resources and convoys look like. You could see if your wolfpacks are really starving out Britain, and knowing whether or not your opponent can reinforce really changes your strategy.

Second thing I'd like to see is some changes to the diplomacy screen. I'd like a button to 'maintain relations', you set what relations you want to keep with a country and your AI automatically sends diplomats. I'd like it if when the computer initiates trades it doesn't require you to wait a week to send another diplomat. I'd also like it if the trades where fair, currently it seems that regardless of who initiates a trade the player gets the short end of it. I'd also like if you could trade technology or units with a country that you share a mutually antagonist with, or let countries with puppets join alliances. For instance just facilitate some way for Japan to trade tech with Germany, as I don't think Japan can ally Germany without releasing Manchuria. Lastly I'd like if the AI would actually trade useless provinces.
 
add an error message in case you have modded eg double IDs for leaders, ministers, techs.
currently the game just crashes while loading and you have to hunt the bug on your own(which can be prety much time consuming). this one was in Arm 1.3 and helped a lot.
 
add an error message in case you have modded eg double IDs for leaders, ministers, techs.
currently the game just crashes while loading and you have to hunt the bug on your own(which can be prety much time consuming). this one was in Arm 1.3 and helped a lot.

Done in 1.04...
Double ID on leaders now reported and no crash anymore
 
I have two ideas I'd really love to see added. Under the Espionage tab include a way to see an approximation of what that country's manpower, resources and convoys look like. You could see if your wolfpacks are really starving out Britain, and knowing whether or not your opponent can reinforce really changes your strategy.

Added.


Second thing I'd like to see is some changes to the diplomacy screen. I'd like a button to 'maintain relations', you set what relations you want to keep with a country and your AI automatically sends diplomats.

Diplomacy flags are already on the list.
 
+1!

The problems of running industry in occupied territory is already calculated into the penalties to occupied IC. No reason to actually having to rebuild this, unless damaged by battle (Or "scorched earth" retreating troops)

But what about the workers? Do you expect them to keep the factory running when enemy troops just conquered the area?
 
But what about the workers? Do you expect them to keep the factory running when enemy troops just conquered the area?

Example that proves the rule. When Nationalist China causes the peace event with Guangxi the 8 IC in Guangzhou drops to zero after being transferred and takes almost 8 months to go from zero to 8 (7.34 whatever) again. This also might just be a bug with the infrastructure repair as I don't get the option to pay IC to make it repair faster even though it was sitting at 2.35 out of 8.

And finally, this is important, Nationalist China needs 1 more IC somewhere. I did a test game where I was playing as non gamey as possible (no early annexations). I was gradually getting rid of dissent and watching my Base IC creep up. 31... 34.... 36.... 37.... 38.... 39..................................................................................................................................................................................................................................................... For the entire war with Japan.

My next game I built a single factory in Chengdu so I could get that third tech team. I think it's a case where China's base IC was not altered and no one realized how much the infra and concentration effect would lower it.
 
But what about the workers? Do you expect them to keep the factory running when enemy troops just conquered the area?

+1!

The problems of running industry in occupied territory is already calculated into the penalties to occupied IC. No reason to actually having to rebuild this, unless damaged by battle (Or "scorched earth" retreating troops)

Example that proves the rule. When Nationalist China causes the peace event with Guangxi the 8 IC in Guangzhou drops to zero after being transferred and takes almost 8 months to go from zero to 8 (7.34 whatever) again. This also might just be a bug with the infrastructure repair as I don't get the option to pay IC to make it repair faster even though it was sitting at 2.35 out of 8.

And finally, this is important, Nationalist China needs 1 more IC somewhere. I did a test game where I was playing as non gamey as possible (no early annexations). I was gradually getting rid of dissent and watching my Base IC creep up. 31... 34.... 36.... 37.... 38.... 39..................................................................................................................................................................................................................................................... For the entire war with Japan.

My next game I built a single factory in Chengdu so I could get that third tech team. I think it's a case where China's base IC was not altered and no one realized how much the infra and concentration effect would lower it.

i THINK that this one is already in 1.03 - if the country annexing has a core on the province conquered, the efficiency only drops to halve. (but thats IIRC)

But aside from internal struggles, it is true that the region of france was unproductive the first year (1940), but in 1943 ended up with 50% of its prewar production...
Now that would include a minister of terror, so basically according to that example we could slow down the rise of efficiency to 3 years, but highten the max conquered efficiency to 40% (still reaches 25% at a comparable time)

Or change the alghorithm so that it isnt linear, but logharthmic and has a much higher limit to efficiency. (goes much faster at start but takes 10 years to reach 90% ;) )
 
Ummm I don't know maybe this might be kinda hard but can there be smth like supporting independence movements so that there is a slight chance we can actually gain a puppet nation without controlling the original provinces

Maybe make an event "Independence movement seek international help" slight chance of gaining a puppet nation and 100% chance of destroying relationships between countries if we support, and improved relations if we condemn?

thx :)
Going to buy AoD this weekend, hopefully :)
 
But what about the workers? Do you expect them to keep the factory running when enemy troops just conquered the area?

Agree on this.

My Wish: give me a bit more info about naval units in that left-side window where it shows all of them. Not sure if it could be squeezed in, but I find it quite tedious to sort through my starting ships to find the ones that have comparable speed and firing distance and regroup them into proper Task Forces. I resorted to renaming the TFs they are in things like "25 30 Nachi CA Group" (speed=25 firing range=30) in order to be able to sort through the whole thing and group them appropriately.

If speed, firing distance and Capital/Escort could be displayed in that summary window on the left that would be awesome.

Not sure if this is in there or not but: a window that just provides national stats like in Victoria (# of Divisions, "Glory," etc.) that is probably in there and I've just missed it.
 
This isn't necessary, but if you guys have free time: I would love if commanders/units or divisions were able to keep track of manpower losses inflicted and/or manpower losses. I don't know if this is easily addable but I would find it useful (to see which divisions are performing best).
 
wish for AoD

Hi all,

Units

to reflect the WWII it would be necessary to add new units (division or brigades) adapted to the the major country may with events associated to historic date. The event has the advantage to limited the number of this division
Germany :
SS meca divisions : a specific meca division with a strong SP brigade or armoured brigades)
SS moutain/infantry Division : a specific Moutain/INF divisision with a strong SP art or SP antitank brigade
URSS :
Partisans units (as a Milice), in localised area (Bielorussia, Ukraine). this Partisan unites would be controled by the russian player.
Guards units : a specific infantry division with a strong SP artillery or armoured brigades.

kinds regards
 
Hi all,

Units

to reflect the WWII it would be necessary to add new units (division or brigades) adapted to the the major country may with events associated to historic date. The event has the advantage to limited the number of this division
Germany :
SS meca divisions : a specific meca division with a strong SP brigade or armoured brigades)
SS moutain/infantry Division : a specific Moutain/INF divisision with a strong SP art or SP antitank brigade
URSS :
Partisans units (as a Milice), in localised area (Bielorussia, Ukraine). this Partisan unites would be controled by the russian player.
Guards units : a specific infantry division with a strong SP artillery or armoured brigades.

kinds regards

China: Specific infantry who are absolutely craptastic

Japan: Infantry whose default stance is Victory or Valhalla.

Finland: Specific infantry that has a special winter bonus

France: Infantry that will lose every time.

Canada: Increased organization due to excessive politeness.

Spain: infantry that lacks a winter bonus (blue division)

Italy: infantry that are incapable of fighting unless under German command

Poland: Cavalry that won''t charge tanks but everyone will thing they did anyway.

:rofl:

The debate over the SS and other nations specific units has been going on since HOI1. I think the consensus has been to leave that to the mods. (I know CORE has them.) Personally, I think the specific "national" characteristics of the units is better handled via things like doctrines, experience, supply priority and the standing army slider.