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Germanys core

Germany new national provinces in Dazing, memel and so on should not have dissidents in it. Maybe its sounds a bit gamey for some.
 
Allied BP

The fall of Soviet Union event
I think the fall of Soviet/Comintern it’s a unique situation that can be used for an event.
Mainly I was thinking of Allies annex the Soviet Union. End of Cold/hot world war 3. Annexing the Comintern is not daily affair. The player would be glad if some small effect happens. I was thinking of a new Russian civil war. Russia vs. Transural Republic and Siberia.
We cud have something like this
Triggers#
Comintern must not exist.
Liberating Russia 100% before Comintern is gone will terminate the event.
Alternative1 Support the federal republic of Russia.
Effect: Russia vs. Transural Republic and Siberia. Russia joins the allies. No dissident
Alternative2 Grant freedom for all. Russia become paternal and is 50- against all allies.
The Russian Empire will go to war against Transural and Siberia sooner or later. No dissident
Alternative3 No liberation needed.
10% extra partisan rising for the next 6 months in all former Soviet provinces that is not liberated.
thefallofsovietunioneve.jpg

Am not 100% finished writing but more or less something like this.
megaligi9.png


This is an old idea but I think it would be a good one for AOD.
 
I'd like some more creatable puppets. Especially in the western part of the Soviet Union that gets ceded to Germany in the Bitter Peace. Being able to divide the entire area into flawlessly loyal puppets that have cores on their entire territory would probably be a bit too much, but only being able to release the nations that eventually broke out in the early 90s is way too restrictive. At least a cossack nation in southern Russia would have been feasible.

Also, some event/decision to transfer control of the rest of France to the Vichy government would be nice. Currently the only way to do anything similar is to annex France by getting every last one of their VPs, which is just silly. Heck, the entire endgame for an Axis victory in Europe is still terribly lacking.
 
Any chance of getting a "prioritize all national province" button, or ignore non national?
When my factories are being bombed i am kinda careless about rebuilding the occupied areas, and its a long work to click on all national province to prioritize.

Also an intercept mission would be awesome for interceptors so they would have 0 or 1 hour delay only on launch. The case when people are waiting for a phone to ring, then launch aircraft for interception.
 
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Any chance of getting a "prioritize all national province" button, or ignore non national?
When my factories are being bombed i am kinda careless about rebuilding the occupied areas, and its a long work to click on all national province to prioritize.

Also an intercept mission would be awesome for interceptors so they would have 0 or 1 hour delay only on launch. The case when people are waiting for a phone to ring, then launch aircraft for interception.

+1 for both suggestions.
 
Wish list

Strongly agree with the Interception mission type. This is entirely appropriate to model RAF in 1940 and luftwaffe in 42-44. Air superiority would be the mission flown by their opposite number in each case. This could perhaps only be available where there are radar stations to guide fighters, effectiveness governed by the gap between attacker and defender radar tech. In other cases it should be CAP--at least defend their own province, but perhaps with a penalty for no radar direction. This should available to all fighters of any nation.

I would also like to see a naval interception or reaction mission for both air and naval units, something like the late great GG Pacific War.

There are problems with the IC allocation sliders when these values are very low. I don't see how you change them in a MP game without stopping it. There should be an option to simply type in a value.

The advanced sliders didn't work all that well for me (percentages would be better), and the routines governing the auto-allocation seem to ignore prioritise production/upgrades. There is no way to set production to create a supply dump of a certain size. It seems to work towards 2000 if left to itself; this should be configurable by the player. 2000 is far too small for offensive supply for 10-20 stacks.

Advanced sliders also need an alert for when IC would be free or the constraints impossible to meet.

I miss the HOI1 combat modifiers display which helps you to learn how to set up your stacks properly, especially commander bonuses and penalties which I am having trouble figuring out, and which now seem to favour defence too much. Surely land doctrines should be governing how effectively the chain of command/co-ordination works? This was after all one of the Germans' key advantages in the first half of the war--it wasn't their tech, which wasn't all that much better than anyone else's. Land doctrine in v1.02 seems almost an afterthought.

There are other threads concerning submarine warfare. I plainly haven't been doing this right, but I think the idea of handling commerce war by a strategic combat box for subs, raiders and escorts might be worth exploring to cut down management. Being able to pull forces out for managed operations (e.g. Weserubung, Pedestal, invasions) would work well with this.
 
Suggestions: Mengjiang should have cores in Mongolia, since it was created to harness Mongolian nationalism by the Japanese.

When Nationalist China becomes a puppet of Japan, Mengjiang should become a puppet of Nationalist China, since historically, Mengjiang fell under Nationalist China's suzerainty.
 
When Nationalist China becomes a puppet of Japan, Mengjiang should become a puppet of Nationalist China, since historically, Mengjiang fell under Nationalist China's suzerainty.

Nice idea. But what do you think of this:
2) Add a new Japanese puppet China (or improve existing China-Nanjing). This puppet should only have the area around Nanjing as cores and no support in Chinese periphery ?
 
Sortable info under the Intelligence and Trade tabs

Intelligence - to sort by Active spies, and Priority
Trade - sort by each Resources (daily gain/loss, to find trade partners easier) and possibly relations
 
Various fixes to espionage

Make send spy damage the relations less.
Make the different ops cost different amounts of relations. Assassination is much worse than stealing a blueprint right?

Make the cost of coup nation scale with the size and/or IC of the country. Maybe make domestic sliders have a say as well. A fully democratic country must be harder to coup than a banana republic.

Make dissent influence the success chance of coup nation like in Ama 1.3b

Other

Rebalance the national Ideas. (I know its under way)
Add more national ideas.

Make the modifiers easier to understand. If often says modifier +-10%. Sometimes its ambigious whether what is happening is good or bad. Change the language to either bonus or pentalty depending on whether its good or bad.

Make the Infrastructure modifiers less linear. It seems absurd that having 0 Infrastructure in a province still allows it to function at 75% efficiency.
The first couple of roads would do wonder for the industry there.
The gains from infrastucture should be less the more you build.
Seems more realistic to me.
 
I think that the rule:
"if you attack a province from a province controlled by an allied non-puppet nation, the control of the new province goes to the ally"

should only aplly to your ally's cores, not every province.
 
various fixes to espionage

make send spy damage the relations less.
Make the different ops cost different amounts of relations. Assassination is much worse than stealing a blueprint right?

Make the cost of coup nation scale with the size and/or ic of the country. Maybe make domestic sliders have a say as well. A fully democratic country must be harder to coup than a banana republic.

other
make the modifiers easier to understand. If often says modifier +-10%. Sometimes its ambigious whether what is happening is good or bad. Change the language to either bonus or pentalty depending on whether its good or bad.

Make the infrastructure modifiers less linear. It seems absurd that having 0 infrastructure in a province still allows it to function at 75% efficiency.
The first couple of roads would do wonder for the industry there.
The gains from infrastucture should be less the more you build.
Seems more realistic to me.

+1
 
I think that the rule:
"if you attack a province from a province controlled by an allied non-puppet nation, the control of the new province goes to the ally"

should only aplly to your ally's cores, not every province.

It does once the peace deal goes into effect. In the 1936, Shanxi has a 38% chance of allying with Nat China and you can use that to crush the communists from multiple directions. The first time I did this, I was upset because the capital, Yan'an went to Shanxi, but, after it was annexed, all of the provinces became mine because I had cores and Shanxi didn't.