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Pioniere

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May 29, 2006
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British Raj after empires end (DH full)
When I played a game with Germany I saw that the British Raj just become and isolated country that did nothing and was neither part of the allies. I think the developers could think of different outcome one this like what about India in terms of Azad Hind nationalists. Perhapes a civilwar setting in India? Its not the first time I have seen that the British Raj becomes isolated, but I think other outcomes might be an idea.

Others things might be to consider Hong Kong as an “independent nation” puppet under Canada. Instead of just having USA to take ownership of Hong Kong.
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I would recommend that Jamaica (U89) get real ministers/leaders and tech teams. If UK whenever is annexed there is chance that Jamaica revolt.

By the way, I am happy with the 1.5 patch it is just that there is always some small stuff here and there.
 
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I'll write this just in case...
As Interceptors have bonus against Bombers, game really need exactly the same bonus of Light Cruisers against Destroyers.
This will make the class of Light Cruisers playable/profitable/demandable, not as they are useless in the current mechanics.
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And just remember - Hoi-2/DH platform still is the best of all Hoi-games !
 
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Economic and supply mapmodes could do with a little bit of rework. Using economic mapmode I find very hard to see provinces that are less developed than others (infrastructure, IC), and same for the supply mapmode. Maybe add a number next to the factory icon on the economy mapmode and change the color for different levels of infrastructure?
 
An event creator would be magnificient, which would speed up things by a lot.
I mentioned before, but it would be great, if we could use either moving gif picture, or a few second long video for events.
 
There should be a button to automate the activity of your divisions (making them act like puppet divisions). That way you can automate them on one front so you can focus on another front.
 
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Since the Devs have wrote encouraging words "...Following patches...", perhaps the meaning of writing wishes here still is.

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I would like to get a new logic/mechanics of retreating divisions.

I don't want one HQ/moto/paratrooper are destroing 50 retreating infantry divisions when they get the province a couple of hours earlier than the retreating divisions, as it has been all these 14 years in Hoi2.

I would like a new retreating mechanic, in which divisions will be evaporated only in pockets.
I would like, if retreating unit reaches province that was occupied by enemy units during the retreat, then it would not been evaporated (as it happens in Hoi-2), but would continue its super slow (in resource-lack regime) retreat, going to the furthest province of all possible directions, if there are such neighboring provinces not painted in enemy's color. Unit evaporation should occur only if there are no neighboring-connected provinces which are not occupied by the enemy.

And of course, to make "1/0" switch in the Misc so that players can use the old mechanics of retreating or the new one - which they want.
 
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Since the Devs have wrote encouraging words "...Following patches...", perhaps the meaning of writing wishes here still is.

------

I would like to get a new logic/mechanics of retreating divisions.

I don't want one HQ/moto/paratrooper are destroing 50 retreating infantry divisions when they get the province a couple of hours earlier than the retreating divisions, as it has been all these 14 years in Hoi2.

I would like a new retreating mechanic, in which divisions will be evaporated only in pockets.
I would like, if retreating unit reaches province that was occupied by enemy units during the retreat, then it would not been evaporated (as it happens in Hoi-2), but would continue its super slow (in resource-lack regime) retreat, going to the furthest province of all possible directions, if there are such neighboring provinces not painted in enemy's color. Unit evaporation should occur only if there are no neighboring-connected provinces which are not occupied by the enemy.

And of course, to make "1/0" switch in the Misc so that players can use the old mechanics of retreating or the new one - which they want.
This is interesting, and reminds me of something I would read during the early war between Russia and Ukraine, about how one of the reasons the Russians failed to beat Ukraine in the early parts of the war, was because their spearhead forces had almost no rear eschelon following behind it.

Their spearheads were all head and no spear(shaft). So they would go, drive the Ukranians before them, but they would have zero follow-up forces to mop up the defeated/retreating Ukranian forces. The surviving Ukranians would then just retreat and regroup elsewhere, to fight again. The russians did a number on the forces near Kiev, but not enough to knock them out of the battle.
 
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Hate adding more stuff for you folks to do (I know you guys probably have an huge task list already), but might I direct attention to the fact that currently, we can only affect non-national or exclusively national MP Growth through minister_personalities? If you want to change your mp growth from national/foreign provinces, you can only do such a thing using ministers - not events, decisions nor technology. This is a strange thing to be so hard-coded.

It would be really nice if Non-National/Foreign MP growth was something we could change and affect like normal manpower growth. I can see lots of use for it, modding-wise. Not sure if normal manpower growth covers purely national, or both, but having National/Non-National modifiers both would be very interesting.
 
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Other my wishes, collected in recent years:

1. Add 3 empty 'terran types' slots (in all related files) so that, if desired, modders could add it themselves (the game clearly lacks three types of hills - bald hill, hill with forest and desert hill, even primitive Civilization games have these key hill types).
"Steppe/semi-desert" type also would be useful.

2. Add additional two empty slots (in all related files) to introduce additional resources. So that anyone who wants to divide Rares into several types of Rares can do this himself.
Personally me, really want to separate Rares at three key types:
- Rubber (0.1 for 1 IC) ,
- Basic non-ferrous metals (0.3 for 1 IC),
- Rares (0.1 for 1 IC)
(totally, it is the same 0.5 Rares of all three types for 1 IC, as it is in vanilla)

3. Make additional types of objects for construction on the map - two types of oil refining plants: Primary Oil Distillation Plant and Thermal Cracking Plant, which will turn crude Oil into Fuel for units.
To make units consume not Oil, but its processed products - Fuel for warships and Fuel for land/air units

4. Make it so that the negative value of oil on the map will be written in a separate line in a pop-up window with information about oil production/consumption (now negative oil values at Map are not written as separete line there and this prevents for using this good feature for realization of Domestic Civilian Oil Consumption).

5. Add the "armor penetration" parameter to the stats of warships and to the battle-mechanics of the game.

6. All warships should have three separate 'Sea_Defense' parameters, instead of one universal as it is now.

Sea_Defense - used if under casual naval artillery ships attack
Sea_Defense_Sub - used if attacked by submarines
Sea_Defense_Carr - used if under aircraft carrier attack.

In reality these three 'Defenses' types have fundamentally different entities and often should have different values.

7. Give to Light Cruisers a bonus against Destroyers (just like "interceptors" have bonus against bombers). And also add this line in Misc for setting this bonus.

8. Separate the little Japanese zone of Shanghai from the whole of Shanghai province on the map.

9. Remove Iwo Jima and Chichi Jima to their correct visual locations on the Map.

10. Make an additional small sity-type province - Kharkov (because of three battles of Kharkov sity in WW2).

11. Give to modders the opportunity to edit existing Generals' perks and add a several new empty slots for adding new perks!
It will be absolutly amasing if we will be able to fix effects and make Generals' perks by our own hands! Because the game really needs to adjust the effects of current perks and add new ones.

12. Add additional 'Event command' for # Naval unit bonuses:
something like "naval_distance" - to change Distance parameter.
(Unfortunately, I have no idea how to change this parameter, looks like this command is absent in Event Commands file)

Also to add something like "naval_shorebombardment" command, because "shore_attack" command don't change Shorebombardment parameter.

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PS
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13. Make two different types of air brigades (escort = yes/no) in brigade_types file, regarding the mechanics of the Range calculation.

escort = {
#ID 15
type = air
escort = yes
}

Let the "escort = no" will apply the Range parameter not to the brigade's Range (as it is now in any case) but to the air Unit's Range (as naval brigades work!).
This is very necessary for modding, so that some air brigades can control/change the Range of the Unit.
 
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Would I be right in saying that there currently is no way to demote generals and admirals? If yes, then I think that could be a nice small feature to add, even if it could only be done via events and not manually.
 
It would be nice if Paradox could recommend after some study, the best way to play mp. Perhaps explain the various ways and advantages. Recommend player limits if necessary. Then maybe explore some good ideas for player rules in MP. That experience CAN be on another level IMO. But players have to be matched a little. A cataloguing of people wanting to play allowing them to explain themselves in a way to help them best meet the best players for them would be nice.
 
It would be wonderfull if map making wasn't such a pain (especially for noobs like me).
The maximum amount of brigades should be more than 5. It would open up the whole unit system, so you could have a core division of 2-3000 man (like leadership, signals, cooks etc) and than add regiments, battalions and other formations to the division. It would represent the differences between armies like the Wehrmacht and the Red Army (which wouldn't be able to add more than 2 regiments or something like this), and you could micromanage the army even more (if you're into that kind of kinky stuff).
 
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Idk if this is the proper thread to reply to, but I want to add my own input as to how a relatively low number of changes would improve the game massively. It's gonna be primarily from the multiplayer point of view.

1. More mastery over the supply movement overseas - ability to make depots in allied territory as well. Moreover, ability to ban convoys from going through certain seazones.

2. If possible, make infrastructure count. Perhaps tie the infrastructure level to provincial ic and resource production efficiency, the way it's done in AoD, for instance.

3. Overhaul of the supply system, where they aren't abstracted by a single number, but that units can actually run out of supply in low infra/bad terrain. Maybe it's too much to ask for, but physical movement of supplies like in HoI3 or a simplified version of it like in AoD would truly be great.

4. Airport strikes damage planes.

5. Trade using convoys that can be raided.

6. Ability to transfer province ownership to and from a puppet, perhaps by that menu accessible by right clicking?

7. Defensive (!!!!!) and *maybe* offensive stacking penalty because deathstacking is a real problem in multiplayer and I think there isn't a single mechanic in the game as of now that penalizes such ahistorical play. Sticking 80 divs on a chokepoint with a single axis of attack is perfectly viable and cannot be dislodged. A simpler way of doing it (I think) would be to limit the supply 'availability' to units by infra level, making them attrition prohibitively if they go over it. Maybe the ai should ignore this mechanic, but it's primarily for mp purposes.

8. If possible, some sort of directive to tell the puppets what to build in general terms, as in: focus province improvements, focus land, focus air etc.

Thank you for all the work thus far in making and maintaining my favourite game!

*Edit*
9. Forgot it, but make gearing bonus remain upon not funding the production, because those random fluctuations in ic killing my gearing on a single line out of 10 parallel ones is very annoying, especially when the auto slider allocation bugs out. Perhaps also add the ability to set min and max values for auto sliders, to help with microing your production.
 
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