There are a few things I personally (not the research team) like and others I don't care for that Iron Cross is doing. I'll address the ones you mention first then I'll address some of the other ones that I think we should use/change:
- Blocking a port - I'm not a huge fan of this since the way they are doing it. All you have to do is send a fleet to the sea province next to the port and you have total control of the port. No more having to conduct convoy raiding. In AoD, I've been able to starve out islands in the Pacific and even the UK with just using convoy raiding. I might be wrong (and correct me if I am), but from what I've read their port blocking has issues:
- All the blocking fleet needs to do is just sit outside the port and immediately the port is blocked, disrupting all trade/supply logic to that port. So now the country that has its port being blocked, can't rebase a fleet there.
- I hope that if there is a fleet in the port, that the port blocking doesn't occur immediately. IRL if a port is blocked and a fleet is in port, they should have the ability to come out, engage the enemy, and only if they lose, should the port blocking start.
- I didn't see any minimum size that fleet needs to be to block a port. So a fleet that has only 1 destroyer can block it. With convoy raiding, there are many factors that determine the fleet's success against convoys, and the number of ships is just one.
- Why not just keep the convoy raiding? One can still shut down the port by just selecting a fleet, select Convoy Raiding, then select province (instead of area or region) and now one has set up a port blockade.
- Production cost money - You're already paying to producing infrastructure, units, etc. with IC manpower:
- Each unit has Cost parameter it uses to produce that item/unit
- When researching a unit, you're using IC, specifically Consumer Goods. Consumer Goods is the slider that makes/creates money for your nation
- When producing a unit, infrastructure, etc., again you're using more IC (Production slider)
- And now that same unit, infrastructure, etc. that had to use IC for research, IC for cost (Consumer Goods), and IC for Production, now has to use money also?
- Supply depot limited by port size - This is a good idea. We're already going to change the province.csv by adding a Port Capacity column and it also has an Air Capacity column. A simple formula based upon port size will do it.
- Radar bonus for nearby provinces - Not sure about this one since provinces are all different sizes. Let's say that each province with a radar can affect each province that connects to them. You now have a large province covering a 30 km front and each connecting province (which one or more of those are a large province itself) with a huge advantage over a province covering a 10 km front. The radar logic, in AoD, does need to be improved but also keep it fair between the provinces. Here is an idea:
- We can disregard the province size since the map will be changing.
- Once a province reaches 3 or more radar stations, then that province's radar can start affecting the provinces near it.
- Each province radar station over 2, would increase the adjacent province's AA effectiveness by XX percentage.
- Port size limit shipbuilding capacity - I like the idea of limiting shipbuilding but not as iron cross does it (Shipyards calculation -> (national ports size)*1.2 + (non-national ports size)*0.2). I think there's a better way to handle it:
- We create a new province asset. We have ports, land forts, coastal forts, airports, AA, radar, etc. for a province, why not have a Shipyard asset?
- Each shipyard will have the ability to build XX ship tonnage.
- We add a new parameter (tonnage or displacement) to every naval vessel.
- One could still "start" a production of a ship, meaning it makes it into the production queue, but in addition to enough Production IC allocated, it would also need enough free shipyard tonnage availability. If there is some free shipyard availability but not enough to fully support the tonnage of the ship being built, then its production will continue at a slower percentage (similar to how any unit being produced now that doesn't have full funding/production).
Some of these I like, others I would like with changes, and even others I don't like because I think they are just unnecessary overhead added to something that already works.
The other iron cross extras we should, at least, look into:
- Block Supply Depots - If AoD is automatically moving supply depots and it's a concern to players, then we should look at doing something similar. I would implement a Lock Supply Depot option on the Province pop-up menu.
- Besieged Capital - This is something we should look at since surrounding an enemy capital without taking it and letting the enemy units shrivel up and die, is exploiting the game a bit too much. I would use the same logic as they do but also add a penalty to the country, or countries if they are allied and control a province(s) that is besieging the enemy capital.
- Allied Convoys - Allied countries should be able to set up supply depots (which the convoys will supply) for any allied nation.
- Dismantling constructions - I like this idea. Instead, of the Scorched Earth button on a unit blowing up/tearing down all province buildings, you would be able to select which ones you want to blow up/tear down.
- Export/import and team skill - The title is a bit misleading and should be called Tech Teams conducting research can increase the team's skill level. We could come up with some formula that utilizes the current tech team's level, the combined technology's components difficulty, and the numbers of days (when fully funded) that it took to research the technology. The tech team's skill level wouldn't increase until after the technology has been researched. Also, we would want to modify the tech team skill level to be able to use decimal (C++ double or float) numbers instead of whole numbers.
None of the others I think we should do.
Then there are things I think would be nice to add to AoD:
- Tech Teams Locations - Some tech teams are individuals but many are companies, corporations, or province dependent teams. These types of teams should be linked to the provinces they operate out of. Think of how the Soviets had to relocate their factories during Germany's advance, tank production factories, shipyards, etc. or the factories that Germany used in occupied territories (like tank production in Prague).
- A tech team that is one of these types have a percentage to become a tech team for the occupier. This percentage could be affected by the occupier's government type and ministers.
- If it does become a tech team for the occupier then again the government type and minister along with a new parameter/modifier called assimilatedteammodifier or occupiedteammodifier would modify the occupied team's skill level.
- River Crossing difficulty - Currently there already exists river crossing but they are all set to 100. We need to edit the difficulties.
- Build/fund infrastructure in an allied country - Just as it says, the ability for an allied nation to build infrastructure in another allied nation's provinces. Think of Germany, Japan, and others after WW2 and the different Allied plans to help these countries recover.
- Fortification Directions - The coastal fortifications only work as a multiplier against forces attacking from the sea but land fortifications have 360 degree multiplier. The Maginot line only pointed towards Germany, not France, but it has 360 degree protection/modifier.
Dear Czarina Julie, thank you so much for your wide and comprehensive reply.
May I add some more points regarding Iron Cross functionality we both mentioned before.
Regarding
Blocking a port:
Blocking a port - I'm not a huge fan of this since the way they are doing it. All you have to do is send a fleet to the sea province next to the port and you have total control of the port. No more having to conduct convoy raiding. In AoD, I've been able to starve out islands in the Pacific and even the UK with just using convoy raiding. I might be wrong (and correct me if I am), but from what I've read their port blocking has issues:
- All the blocking fleet needs to do is just sit outside the port and immediately the port is blocked, disrupting all trade/supply logic to that port. So now the country that has its port being blocked, can't rebase a fleet there.
- I hope that if there is a fleet in the port, that the port blocking doesn't occur immediately. IRL if a port is blocked and a fleet is in port, they should have the ability to come out, engage the enemy, and only if they lose, should the port blocking start.
- I didn't see any minimum size that fleet needs to be to block a port. So a fleet that has only 1 destroyer can block it. With convoy raiding, there are many factors that determine the fleet's success against convoys, and the number of ships is just one.
- Why not just keep the convoy raiding? One can still shut down the port by just selecting a fleet, select Convoy Raiding, then select province (instead of area or region) and now one has set up a port blockade.
Now I completely agree with you - more complicated current AoD system works better and more realistic.
Regarding
Production costs money:
Production cost money - You're already paying to producing infrastructure, units, etc. with IC manpower:
- Each unit has Cost parameter it uses to produce that item/unit
- When researching a unit, you're using IC, specifically Consumer Goods. Consumer Goods is the slider that makes/creates money for your nation
- When producing a unit, infrastructure, etc., again you're using more IC (Production slider)
- And now that same unit, infrastructure, etc. that had to use IC for research, IC for cost (Consumer Goods), and IC for Production, now has to use money also?
What you are saying seems right. It's just my personal opinion that such addition would be ok to use if not in the game scenario, that for some mods by community.
Regarding
Supply depot limited by port size:
Supply depot limited by port size - This is a good idea. We're already going to change the province.csv by adding a Port Capacity column and it also has an Air Capacity column. A simple formula based upon port size will do it.
Thanks for sharing more info on Province Capacities feature.
Can you, please, clarify, if those new stats would limit the max amount of air divisions and ships in corresponding province too?
If yes, could we have some kind of this capacity limit for land units as well? Perhaps, based on total manpower division has multiplied on its softness?
Regarding
Radar bonus for nearby provinces:
Radar bonus for nearby provinces - Not sure about this one since provinces are all different sizes. Let's say that each province with a radar can affect each province that connects to them. You now have a large province covering a 30 km front and each connecting province (which one or more of those are a large province itself) with a huge advantage over a province covering a 10 km front. The radar logic, in AoD, does need to be improved but also keep it fair between the provinces. Here is an idea:
- We can disregard the province size since the map will be changing.
- Once a province reaches 3 or more radar stations, then that province's radar can start affecting the provinces near it.
- Each province radar station over 2, would increase the adjacent province's AA effectiveness by XX percentage.
Your points are clear, and your proposed variant of its implementation is very promising, TBH.
Regarding
Port size limit shipbuilding capacity:
Port size limit shipbuilding capacity - I like the idea of limiting shipbuilding but not as iron cross does it (Shipyards calculation -> (national ports size)*1.2 + (non-national ports size)*0.2). I think there's a better way to handle it:
- We create a new province asset. We have ports, land forts, coastal forts, airports, AA, radar, etc. for a province, why not have a Shipyard asset?
- Each shipyard will have the ability to build XX ship tonnage.
- We add a new parameter (tonnage or displacement) to every naval vessel.
- One could still "start" a production of a ship, meaning it makes it into the production queue, but in addition to enough Production IC allocated, it would also need enough free shipyard tonnage availability. If there is some free shipyard availability but not enough to fully support the tonnage of the ship being built, then its production will continue at a slower percentage (similar to how any unit being produced now that doesn't have full funding/production).
Completely agree with your comments on need to re-implement the current IC implementation of it, and your proposed variant is really great!
But I have to clarify 1 moment in this regard:
For example, you have 3 Shipyards (as a separate building in provinces, with max level of building at 10), each have ability to build 100 000 tons, so total capacity is 300 000 tons.
Currently you have ships with total tonnage of 240 000 tons. So, you can build (without some penalties) only 60 000 tons of ships.
Do I understand your concept right?
Once more, thanks for extending your reply with not only features, mentioned by myself, but others too.
Regarding
Block supply depots:
Block Supply Depots - If AoD is automatically moving supply depots and it's a concern to players, then we should look at doing something similar. I would implement a Lock Supply Depot option on the Province pop-up menu.
"Lock depot" Button seems ok.
Other way could be a "Supply depot" building, which can be build in rather quick time (10-20 days) and then be stored with ongoing supplies.
This way, we could prepare invasions with depots nearby the upcoming battles and even on already captured lands.
This "Supply depot" building could be bombed/destroyed by land units pretty quickly.
Regarding
Besieged capital:
Besieged Capital - This is something we should look at since surrounding an enemy capital without taking it and letting the enemy units shrivel up and die, is exploiting the game a bit too much. I would use the same logic as they do but also add a penalty to the country, or countries if they are allied and control a province(s) that is besieging the enemy capital.
Your logic with additional penalties seems good. Also, while implementing either "Locked depots" or "Supply depot" buildings, it should give more time for besieged country to make a counter-offensive and free the capital.
Regarding
Allied convoys:
Allied Convoys - Allied countries should be able to set up supply depots (which the convoys will supply) for any allied nation.
Totally agree, thanks for let me remember this one.
Regarding
Dismantling buildings:
Dismantling constructions - I like this idea. Instead, of the Scorched Earth button on a unit blowing up/tearing down all province buildings, you would be able to select which ones you want to blow up/tear down.
Totally agree, thanks for let me remember this one, too.
Have 1 question on this: will the player receive some resources back? Like, some supplies from dismantled air base, ports, ic etc., which were left there but could be used later. I am talking about really small number - 10/20 for example.
Regarding
Tech team skills:
Export/import and team skill - The title is a bit misleading and should be called Tech Teams conducting research can increase the team's skill level. We could come up with some formula that utilizes the current tech team's level, the combined technology's components difficulty, and the numbers of days (when fully funded) that it took to research the technology. The tech team's skill level wouldn't increase until after the technology has been researched. Also, we would want to modify the tech team skill level to be able to use decimal (C++ double or float) numbers instead of whole numbers.
Totally agree, thanks for let me remember this one, too.
Your proposed calculation, that includes components difficulty and days spent with full funds sounds great to me.
As for your own proposed things - oh, my - those are really great!
Regarding
Tech teams locations:
Tech Teams Locations - Some tech teams are individuals but many are companies, corporations, or province dependent teams. These types of teams should be linked to the provinces they operate out of. Think of how the Soviets had to relocate their factories during Germany's advance, tank production factories, shipyards, etc. or the factories that Germany used in occupied territories (like tank production in Prague).
- A tech team that is one of these types have a percentage to become a tech team for the occupier. This percentage could be affected by the occupier's government type and ministers.
- If it does become a tech team for the occupier then again the government type and minister along with a new parameter/modifier called assimilatedteammodifier or occupiedteammodifier would modify the occupied team's skill level.
I thought about something like that before.
Relocation for further rebuild in other place (or capture for further use by country who capture) of industries (and their respective research facilities) was a huge part of WW2 period.
As I understand, currently such thing could be implemented via an event: if this province is captured by this country, then remove this tech team from first country and give to second country (or just remove).
Providing these new parameters for province link of tech teams and modifiers for occupying resistance of tech teams would be a great addition to AoD.
Regarding
River crossing difficulty:
River Crossing difficulty - Currently there already exists river crossing but they are all set to 100. We need to edit the difficulties.
Great addition, for sure!
This way rivers width or difficult beaches could be simulated.
May I propose (I suppose, you thought about it also) that engineer attachments would provide reduction to this difficulty? Also, Air-Mobile and Airborne divisions would not have penalties here (or greatly reduced), and Marines will have only small penalty, as well.
Regarding
Build infrastructure in allied country:
Build/fund infrastructure in an allied country - Just as it says, the ability for an allied nation to build infrastructure in another allied nation's provinces. Think of Germany, Japan, and others after WW2 and the different Allied plans to help these countries recover.
Yes, for sure - what a great addition it would be!
Also, air bases, radars and stationery AA are for sure to be added to this list, in my opinion.
Regarding
Fortification directions:
Fortification Directions - The coastal fortifications only work as a multiplier against forces attacking from the sea but land fortifications have 360 degree multiplier. The Maginot line only pointed towards Germany, not France, but it has 360 degree protection/modifier.
I have never heard of this kind of possibility in any HoI-based game. But it's such a simple, rather fundamental issue in land combat.
I even don't have any idea, how this can be implemented (in code and in interface). Hope you have some thoughts on it.
I am sorry for such a long reply, but I am really excited for upcoming improvements AoD is going to take, and I think, that more wishes/propositions the developers will get, the better AoD will become.
Thank you once more for all your efforts!