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Jul 17, 2006
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Hi my name is Fil,and i'm playing hearts of iron now since its on the market. Im
in this Forum now for about 2-3 years and i'm regulary posting enhancement suggestions. i normally make a screen of my ideas and edit it in photoshop to make it look better.
today i decided that i want to show you all of my ideas, and all screens i made.




Improved Espionage System :

As seen on the screen, in addition to the normal spy functions, an espionage rating per nation based on points. These points should be counted per week, depending on how much of an espionage budget you select for a country.

The espionage budget is also, like a ordinary spy functions, dependent on money. Money becomes even more powerful in the game, because now you need to have a espionage budget (say $1.5 / day , a cost similar to tech teams) you pay for, as well as the single spies.

The espionage points are used together with a spy for missions.
For example, a coup costs a sufficient amount of espionage points and one spy. You can only afford
the coup if you have collected the espionage points over an long period of time (makes it realistic). The system calculates the chance of a successful attempt by their counter-espionage capability - the points that nation has on allocated to you.

The split between points and spy is preferable, because, if you only have one spy there,
this spy can "change the world" ! You don't need to wait for more spies, because the mission
depends on the points - no need to ruin your diplomatic relations in peace time anymore !

An auto send spy option would also be a nice benefit if you are at war - no one cares if relations go down when you fight them anyway, or if you attempt to fund partisans every 2 weeks!

The split makes it even more realistic: how many points an enemy has on you - he needs at least
one spy to do his mission, and that spy can be killed by your counter-espionage.

The whole system is very simple, and I just copied it from Sid Meiers best selling "Civilization 4 : Beyond the Sword". Before the new espionage system in Civ4, it was barely used (like now in HOI), the new system improved the game play dramatically! Thats what i want to see in hearts of iron! A frequently used espionage system in multi or single player.

f-86c98a12994dc17f991f27d7515f1952.jpg



Improved Ship Attachments


This is short, and easy. the idea here is just to count the bonuses ship attachment give as percentage, not as solid numbers. this
makes a great difference between now upgrading a Bismarck and a heavy cruiser with an improved hull or fire control. It adapts better to the different ship types and is far more realistic and also a better game play choice. also there wouldn't be the need for 2 different types
of attachment ( capital and smaller ) - everything goes by per percent.

f-3762094eaaa0bc26083454b1ea77ca16.jpg


Ships give Bonuses to a fleet and have special traits


This one is self explaining, a ship type has special trait besides the base stats vs. other ships. they also
should have fleet bonuses they give to any other ship in the fleet, depending on the size of the stack.

f-d402ce938e7dfc857485b6b44e2a117e.jpg


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Ship LayoutsShip Layouts


It's easy to see, there is only this large sketch of a ship with markers on it. it looks better and would
give the game a new flair in naval warfare. It wouldn't be hard to get the original layouts of the ships from that time.

f-e5ad458197805e9d2443b21f179c4e15.jpg



Battalion System


This one is by hellfish6. A complete new system of building divisions on a battalion basis. Very self explaining picture. He recommended a system between 9 and 12 battalions and savable templates for easy gaming.

In detailed stats for it are here found , thanks to hellfish6
Battalion Stats


f-5beab1f860d1d8847edae72d00ad6bf0.jpg


Military Academiess, Facilities and Expandable Resources


This is a very early one by me. I thought at that time for new buildings that could be upgraded over a period of time. Because of game play balance I thought of a new type of IC, the CCC ( Civil Construction Capacity). Today I'm at the point, that building
those "special buildings" or mine extensions could also be modeled through normal IC or money - last one
would make it even more powerful in the game. The buildings I thought of are clearly visible in the selectable building window.

f-3a4462beb14e7d2350ee1cf08027939b.jpg
 
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Upvote 0
Detail level


This one includes a splitting divisions in their basics, including a manpower distinction of soldiers and officers, which would historically very accurate. In the screens there is a modeling to the single fire arm, which of today i think, is not the best choice, but in large simulating bigger guns and tanks would give a totally new flair to the game. All equipment (guns,tanks, etc.) which are actually used by divisions or was gained through trade, from battlefields or from disbanding units, could go
to the "equipment pool" and there be used for cost free reinforcement or converting into valuable resources. It would also allow for detailed statistics as seen on a screen.




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You have posted some of these suggestions before, haven't you? In any case I'd really like to see at least some of what you are suggesting in HoI3. Great photoshop job!
 
Some extra suggestions

I really support all these ideas. It would be wonderfull to see them implemented in future. One thing that I would like to see added is an equipment pool with equipment types seperated. For example the pool would have 224 available Panzer III and 122 Panzer IV instead of listing them as "tanks". Furthermore the production of new equipment (like guns, trucks, tanks, fighters, bombers etc.) should be running constantly to reinforce any divisions that are reduced in strength (number of men and officers, but lost equipment like tanks and guns too). The reinforcement of a division would need to take equipment from the equipment pool, this would also mean that you could assign the newest equipment to your best divisions and let the rookies use older, but still useable, equipment. Furthermore it will prevent you to have all your tank divisions upgraded from an older type to newer types instandly. It will also make you have divisions with 50% old and 50% newer equipment (this was almost always the case in real life). However to make the differences between having for example, a division with 20% newer type tanks and 80% older type tanks, greater in comparison with 40% new and 60% old. You would need a new system to calculate the division stats (one that is more sensitive for small changes) with for example 500 hard attack point instead of 5, to compensate the minor changes and to really make your newer models more valuable and have a "real" inpact on the division stats. Of course this would mean a new battlesystem, but I believe the guys from paradox aren't stupid and can really make this work!

I really hope that you understand what I mean, if you think about this in the same way as I am, could you perhaps make some screenshots that let you see my suggestion?
 
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Van Diemen said:
I really support all these ideas. It would be wonderfull to see them implemented in future. One thing that I would like to see added is an equipment pool with equipment types seperated. For example to pool would have 224 available Panzer III and 122 Panzer IV instead of listing them as "tanks". Furthermore the production of new equipment (like guns, trucks, tanks, fighters, bombers etc.) should be running constantly to reinforce any divisions that are reduced in strength (number of men and officers, but lost equipment like tanks and guns too). The reinforcement of a division would need to take equipment from the equipment pool, this would also mean that you could assign the newest equipment to your best divisions and let the rookies use older, but still useable, equipment. Furthermore it will prevent you to have all your tank divisions upgraded from an older type to newer types instandly. It will also make you have divisions with 50% old and 50% newer equipment (this was almost always the case in real life). However to make the differences between having for example, a division with 20% newer type tanks and 80% older type tanks, greater in comparison with 40% new and 60% old. You would need a new system to calculate the division stats (one that is more sensitive for small changes) with 500 hard attack point instead of 5, to compensate the minor changes and to really make your newer models more valuable. Of course this would mean a new battlesystem, but I believe the guys from paradox aren't stupid and can really make this work!

I really hope that you understand what I mean, if you think about this in the same way as I am, could you perhaps make some screenshots that let you see my suggestion?


yeah sure i will make one today
 
indeed many interesting ideas - though some could prove difficult to balance, not to mention have the ai handle.
I especially like the equipment pool and leader pool and the CCC stuff (though the latest may also be a little to detailed - plus i find that sliders and bonuses should be small rather than in steps of 5 10 percentage per level as such stuff quickly unbalances the game).
The ones I would have a bigger problem is the various construction options of divs - a little to detailed for a game with such a scale. Also the equipment would have to be easy and clear to create. Building specific factories would be problematic. IMO it would be best to have a factory screen in which you allocate resources - ie so 10% to tanks, 20 to planes etc etc.
 
Nice ideas indeed. Although one should be careful not to increase MM.

With the espionage system, it would actually reduce MM.
 
those ideas inteed lock very promising. good job at fabricating those pix!
 
Johan said:
some interesting ideas..
Finally a reaction from "The Man" himself in these parts of the forum. Hopefully for a future HoI 3.
 
I liked most of your ideas, but to break supplies down into individual components seem a bit too detailed. It should, I think, be automated for those players (such as myself) who do not enjoy micromanaging.

The other thing I worry about is for nations that didn't have specific ship types, but none the less reaches them in-game, for example Hungary or ,better yet, Switzerland capturing a port and making battleships. This could prove problematic.

Last thing, percentage abilities vs. specific ship types I am not too sure about. This is already supposed to be represented through ship statistics already, isn't it?
 
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hmm so I guess when you make a division your '' weapons pool '' gets smaller question is your nations out put automated i.e dependant on slidders misisters and CCC or perhaps is it dependant on manually making 10k of rifles. B= Both would make a playable game but id like to see how divisions can work with what they use modelled, just of course getting the weapons pool equipment to the troops might be a bore.
Can we have an anser on exactly how a hypothetical weapons pool translates into constructed divisions/ armys
 
Daniel1492 said:
hmm so I guess when you make a division your '' weapons pool '' gets smaller question is your nations out put automated i.e dependant on slidders misisters and CCC or perhaps is it dependant on manually making 10k of rifles. B= Both would make a playable game but id like to see how divisions can work with what they use modelled, just of course getting the weapons pool equipment to the troops might be a bore.
Can we have an anser on exactly how a hypothetical weapons pool translates into constructed divisions/ armys


as i wrote down, ccc was just a temporary idea for modelling special buildings like military acadmies or mine extensions. the equipment pool is meant to be used for equipment that is 1.) either in use by all divisions at the same time , e.g. the "whole" of stuff and is not build extra or 2.) is a factor of extra equipment not actually used by divisions and gained through trade, from battlefields or from disbanding units and can be used for reinforcment or converted to valuable ressources (or even making new units cheaper in build ).

p.s. : i didnt forget the screen , im on it
 
Like these ideas a lot.

Only a couple of things Id mention-

I would think a brigade level divisional organisation system would be more user friendly. Personally I could deal with a battalion level but for the sake of general players Id say brigade level would do nicely.

Second, military academies and such is a bit of a waste of time IMHO. By this stage in history to contemplate war without acadamies is suicide. Basically put, I would expect any such buildings to be in place already...and there is not enough change to warrant anything that could really be considered as upgrades.

Other than that, some nice ideas here.
 
It's a dream come true! Vickys detail level with HoI2's gameplay!
 
I love that Politics thing. It's more detailed than the current one. I like the idea of being able to have more complex levels, such as a Socialist Democracy or something, like a wider range of political options.

I also like the idea of being able to have political parties and stuff like in Victoria. With the system, you can have political parties in either Democracies or Parliamentary Monarchy thingies, and you can custom make them and stuff.

We'd have to determine though how each party gains support and things like that. Maybe via a formula where an isolationist or peaceful party might take hold in the event of the nation attacking another.

Saying that, there should be a distinction in the game between attacking, defending, and attacking in response to an attack. Many supported WWII because they were threatened by Hitler and the Japanese.

Also, the "manpower" thing needs to be made different. I think it should be replaced with a population/workforce meter, since that makes more sense, really. I don't think Nazi Germany would have a workforce of 300, lol.