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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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
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.
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