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Stack penality based on strength of divisions, not on number of divisions!

So stack penality of 10 divs with an overall of 500 strength will be equal to stack penality of 5 divs of 100 strength

Upgrade cost proportional to strength division.
If i need 100 tanks for a armor division with 10/100 strength i should not pay for 1000 new tanks!

Pretty stupid ideas. Do you reellay want early war divs parked in desert provinces with a 0 slider on reinforcement so that they can be upgraded on the cheap ?

As for stacking penalties, having an unefficient organisation (with divisions of 1000 men and a full chain of cammand) should carry appropriate penalties.

I wouldn't mind a merge feature, though.
 
And these...
I saw this in a DH thread, tool-tip when you mouse over tech. Listing various things, including techs that might be required from a different tree/page.
I know this would be really nice feature for mods, such as the cold-war extension or CORE.
screensave15w.png
Tooltips for techs are an old dream of many HOI gamers. I was hoping to see it earlier but the DH devs seem to be the first who have actually implemented such a feature.

Also while on it, some of the trade features of DH would be nice to have too. (In particular the stockpile and auto trade BP options...)
trade1.png


More features for an improved trade screen would indeed be nice. I can reoffer my old proposal:
Improving the user interface - part III

Although i already like how the auto trade works, it seems to me that we could further improve it. I miss the ability to define certain thresholds which guide the trade ai while initiating and cancelling trade deals. If i could define a minimum stock of a certain ressource, that i want to keep, the ai should have to obey it at all times and plan its deals according to it. Cancelling certain deals is part of this business. Once the maximum stock is reached the trade ai should try to sell the surplus.

The new auto trade screen might look like this:

 
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Instead of the overall allowed_brigades on top of each file, allow adding different brigade types to different division models of the same division type.

Code:
# 0 - Great War Tank
model = {
	cost			= 16
	buildtime		= 180
	manpower		= 7
	maxspeed		= 4
	defaultorganisation	= 30
	morale			= 30
	defensiveness		= 5
	toughness		= 7
	softness		= 30
	suppression		= 1
	airdefence		= 1
	softattack		= 8
	hardattack		= 2
	airattack		= 1
	transportweight		= 30
	supplyconsumption	= 1.75
	fuelconsumption		= 4
	speed_cap_art		= 5
	speed_cap_eng		= 5
	speed_cap_at		= 5
	speed_cap_aa		= 5
	upgrade_time_factor	= 1.0
	upgrade_cost_factor	= 1.0
	max_supply_stock	= 25
	max_oil_stock		= 60
	[COLOR="Red"]allowed_brigades	= tank_destroyer[/COLOR]
	[COLOR="Red"]allowed_brigades	= heavy_armor[/COLOR]
}

Although Leonaru did a great job when he was expanding the wish list it's a bit sad to see that he simply abandoned this thread and moved on. So many good ideas have been offered since july but they're simply lost in this massive thread...

Improving game mechanics - part XVII
 
New chain command.

I would like AoD to have a chain command similiar to Hoi3's one. Or may be I am asking to much.

Major Generals and superior may be attached to divisions individually.

Lt. Generals and superior may be attached to corps, that are usually of three divisions. Their bonuses should be halved (1/2).

Generals and Field Marshalls may be attached to HQ and their bonuses should be halved (1/4). The HQ would belong to a unit that can also have attached another corps and/or divisions that may not be in the same province. There should be a malus for distance from the HQ. If there is a field marshall commanding the HQ, there can be another HQ, commanded by Generals, attached to the Field Marshall's HQ, their bonuses are again halved (1/8).

At air and sea, lowest commanders (rear-admirals and major generals) can command individual ships/squadrons like land divisions. Units with several ships and squadrons could be commanded by vice-admirals and Lt. Generals. The two higher ranks, in the same ways like Generals and Field Marshalls, can command HQs and can have units attached. This HQ should be at their land bases, they are not sailing or flying. Their bonuses should be reduced like land commanders and there should be a penalty from distance from the HQ. So you can use HQ to command Units (of the size of corps) of land, air and naval forces.

There is still limit to stacking, that could be modified in misc.txt. Obviously, major generals can only command 1 division. Lt. Generals could command a corps of 3 divisions. Generals could command an army of 6 units (1 HQ + 5 corps/divisions). Field Marshalls could command an army group of 9 units (1 HQ + 8 armies/corps/divisions). There should still be penalties for overstacking (old -75 penalty).

There should be a "stacking" button with each army/armygroup HQ to reduce micromanagement. By selecting this button, all subordinated units recive the same orders after that moment. When this button is on, you can only select the HQ. So, you can give the same orders to a whole army/armygroup and all the subordinated corps move together. When you turn off this button, all the elegible armies/corps can be selectable again and move separately. This option allows player to forget to move his HQ after their units when in advance. For example, you can group a hole army (1 HQ + 3 corps = 10 divisions) to order it to move and attack with its units together.
 
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ai should prefer commanders with specific traits for unit assignment (eg "fleet destroyer" for naval bombers, commandos only for those units, etc) even if they have a lower initial skill than others.

individual pics for each province is nice, but it doesnt work for sea provinces? would be nice to have for eg Suez or Gibraltar(Sea)

the idea defensive world view should be available for democracies as well. FIN, LUX, DEN and CZE with imperial world view makes no sense.

the ideas are great however, maybe include some in events? - eg if SCW is over SPA should switch to a WV to build up the country, or include new ones, eg for puppets:

# Dependent State / Puppet State
national_idea = {
category = nazi
category = fascist
category = paternal_autocrat
category = social_conservative
category = market_liberal
category = social_liberal
category = social_democrat
category = left_wing_radical
category = leninist
category = stalinist

picture = "Dependent_State"
personality_string = "policy_identity__Puppet_State"
name = "NAME_POLICY_IDENTITY_Puppet_State"
desc = "DESCRIPTION_POLICY_Puppet_State"
minister_position = nationalidentity
#modifier = { type = mp_growth_mod modifier_effect = -0.0010 }
modifier = { type = org_mod modifier_effect = -0.0500 }
modifier = { type = foreign_ic_mod modifier_effect = -0.2000 }
modifier = { type = foreign_mp_mod modifier_effect = -0.2000 }
modifier = { type = production_category_mod value = production modifier_effect = -0.0500 }
}

eg for british/soviet/american/japanese puppets
 
please add the event command: wake minister

AFAIK its possible to have dormant ministers but its impossible to "wake" them like leaders. (eg useful for german/austrian ministers like Kaltenbrunner)

btw - the ai seems to be able to change ministers; however i have the impression that it prefers the "undistinguished suit" some times over other ministers with positive modifiers?
 
maybe airport shall improve province ese, just as a port do.
it must be a rather small ammount, as air transportation is always costly and ineffective, but there are rare circumstances when it can be useful.
~1% ese improvement per airport level will do, and will encourage players to build airports (at all) without unbalancing the game.
 
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I hope they add some of the nations in nomonhans nation pack like Catalonia.
 
Yuz know, I been playing this ever since HOI 1 got released and some really minor (but nontheless annoying) bugs still persist. At least in the somewhat narrow-ish field that is Poland, off the top of my head - 3 things regarding leaders: Zegota-Januszajtis (This fellow; L8158) has a wrong pic, that is a copy of one other leader. For personal use I just resized the photo from the wiki, but it didn't turn out in good enough quality to merit an upload. Next 2 are both related to leader traits - the Polish field marshal Redz-Śmigły (L8128) has the Old Guard trait unjustly. He wasn't older or sporting a different background from several leaders who don't share the trait, yet historically held high staff positions. (Kutrzeba, Rómmel, Bortnowski etc). Lastly, the general Wilhelm Orlik-Rückemann (L8090) - it's perfectly fine to use the German ü in his name and I'm missing the Panzer Leader trait too, seeing as he was historically a competent and experienced (1919-1921 Polish-Soviet war) tank unit commander. According to my own research and the wiki at least...
 
Would it be possible to include a figure of lost submarines sunk by convoy escorts also into Compare Losses and Sunk Ships in ledger?
 
Would it be possible to include a figure of lost submarines sunk by convoy escorts also into Compare Losses and Sunk Ships in ledger?
If you find a possibel material for it you could post it in one of the grapic threads and we can work from there.
 
If you find a possibel material for it you could post it in one of the grapic threads and we can work from there.

No, what I meant was that the number of lost submarines in those two ledger sheets do not include number of submarines that are sunk by convoy escorts. Statistics appear to reflect only those submarine casualties that are inflicted by the "real" combat units. (Another day I had a situation where 2 of my subs were sunk by escorts and non was lost in any other way, and Compare Losses showed that I had lost zero submarines.)
 
The thing I wish the most for AoD are triggers for event commands and actions like they did in For the Glory.
Additional to this the maximum for possible actions in an event should be removed or set to a higher number.
This way one could write single surrender-events that consider all possible alliance and frontline combinations.

Speaking of FtG, I found the following trigger they added very useful:
Code:
someof = {
number = x
conditions 
}
 Is true if at least x of the listed conditions are true.
It's possible to get the same effect with several OR-checks but this command makes it easier and faster to write.
 
Pretty stupid ideas. Do you reellay want early war divs parked in desert provinces with a 0 slider on reinforcement so that they can be upgraded on the cheap ?

No. Obviously reinforcement should cost as new production.

As for stacking penalties, having an unefficient organisation (with divisions of 1000 men and a full chain of cammand) should carry appropriate penalties.

So are you supposing that a division with 1/10 of the strengh has no command chain reduction by casualties/reorganization?

I totally disagree.
 
Because the game allows you to store up to 999999 resources of anything, I was thinking maybe that should be capped based on 3-5x the resources needed to run at full IC for a year.

After all, it's unrealistic to have a "strategic storage" with unlimited capacity.
+1

Darkest Hour has dealt with this pretty effectively. Maybe the AoD devs could implement something similar, too.
 
I had an Idea about further gaining of emergency Man power.

Now, when you hover over you Mp pool it tells you where your MP is allocated. It tells you how much mp is in the military and how much is running your rail road, working the Factories. and laboring in the mines. Wells as certain nations run out of MP like Germany needing huge amounts of MP, I could see them in extreme case going into thoose said factories and saying 'Your now a Volks grenedier.

I envisioned a slider moving from say 50 to 100%. Then if you or the AI runs out of MP it could say drop the slider to 75% taking 25% of the MP in your Industry and drop it into the mp pool, and giving your industry a negative modifier, because your rail roads and factories would no longer be running at maximum efficiency.

Now at some point you moved the slider back to 100%, and even if you had the MP just sitting in the pool you would not immediatly get rid of the modifier. I would see thoose people replaced in the workforce by the replacements. because the people need to be hired and retrained ect ect ect.
 
+1

Darkest Hour has dealt with this pretty effectively. Maybe the AoD devs could implement something similar, too.

That would be very nice along with adaptation of all the functional things DH has and are not present in AoD. Make a pool asking people what futures from DH they like the most and make them happen in AoD.

Fernando, if you are reading this don't take this hint negatively please ;) I immensely respect your work (your current RL is by my opinion something that makes you such a fanatic in a good sense so cudos to you).