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unmerged(58892)

Second Lieutenant
Jul 11, 2006
106
0
Hallo everybody,
I played all HOI and most of paradox game and writed a mod for most of them (only for me and friends, never published), added to that I' m an officer of the army (Rangers) and have a degree in "strategical Science". For those reasons I think not annoying you if I write a so long post. I hope that it’ll be red.
1st recommendation: People who play your game are mainly not interested in a great graphic, special effect, a lot of video etc… we are interested in a very realistic game that could be played with almost every pc.
For this reason I pray you not to lose a lot of time to make better icons, 3d object etc. to publish a game with an artificial idiocy still intelligence… The 1st priority should be AI, the 2nd realism, the 3rd the historical unit and names, the 4th easy to mod, the 5th playability (should not require a super PC or 1GB Video RAM)… the LAST priority should be Graphic.
After that… I researched a lot over the things that you could change (from HOI2 basis) to make a great game and I have a long list.

AIRFORCES
All the bomber should be easy to shot down from other plane. Only with escort plane they should become a bonus not to be shot. It should be impossible to bomb a territory with patrolling interceptors only with stukas.
CAS
The problem of random bombardment should be solved. The role of Stukas was to bombard the troops exactly before the battle exactly in the point where the attack had have to be taken.
Very easy to be shot down, very short range but very cheep. At the development beginning not very good (in bombing too) than better and better. Mission: nav bomb., infrastructure bomb., cas bomb. Interdiction bomb, logistic bomb. (only good for interdiction and cas bomb.)
LIGHT BOMBER
Similar to CAS but little longer range and a little bit heavier to be shot down and better in naval bombing, but a lot more expansive.
MED BOMBER
Longer range (good to bomb from Europe to Russia or from Africa to Italy) a little better for infrastructure bombing and logistical bombing, a little harder to be shot down, a little more expansive.
HEAVY BOMBERThe flying fortress: very long range (at the and possible USA-Japan), very hard to be shot, very good to bomb infrastructure and logistic, but not good at all against troops and very expansive
NAV BOMBER
Like Med Bomber but better against boots, a little longer range, not good at all against troops or infrastructure and logistic, and a little more expansive.
INTERCEPTOR
Very short range and easy to shot down. Very good against wings. Not too expensive
FIGHTER
ESCORT FIGHTER
RECOGNITION
only rec mission.
Only mission recogn, easy to be shot down without escort. As effect they should help
TRANSPORT as normal.

AIRFORCE as BRIGADE
CAS only available as land brigade. Should give a little bonus in the causalities but a huge bonus in routing the enemies (good against org.)
RECOGNITION give bonus (or better remove penalties) to bomb everything but especially against troops who move or logistic or infrastructure. Protect all the airplanes against damages from land.
(they should be available as land brig. too and should give trickster bonus or visibility bonus)
SHORT ESCORT (developed automatically with interceptor) good to escort light bomb or stuka.
MID ESCORT (developed automatically with fighter) good to escort med bomb
LONG ESCORT (developed automatically with escort fighter) good to escort heavy bomb.



LAND FORCES
I Read somewhere about the idea allowing customizing Division and find it good.
Should exist 3 type of major unit+ the normal attachment
I would give the opportunities to make 1 division (only one type division) or 3 brigade-division the 3 brigade division should have the possibility to be left with only 1 brigade or with 2 brigade. 1 division is not really a division with only 1 brigade: is a command and control structure which doesn’t allow a delocalization of the officer. For this reason lesser elastic but much cheaper. For this reason the 3b division should be:
from informatics view point they will be all seen as unit but as result will be that exist three typology:
Old division with the only possibility to reinforce with one brigade.
C2 unit (that merge together with 3 brigade)
Special forces brigade (who don’t groups brigade)
C2(command and control unit) exist in the categories:
Normal infantry, mountain troops, paratroops, marines, motorized, panzer, mechanized (the c2 is never a artillery, because a division uses artillery only as fire support, the main structure is always something else). This will not be a normal Infantry, tank etc. unit but only a c2 tank, infantry (etc.) unit. The type is only needed for the speed and the terrain etc.
Can merge together with 4 brigade (normally had to be 3 combat+ 1 support, but only an idiot would merge together more artillery because the division would be to easy to defeat.
Mission: traditional mission
Note: some land like Italy should begin with all the division with only 2 brigade (political decision of the time)
Special forces unit (represent the special forces brigade, for this reason can’t have other brigade)
Only: marines, paratroops, mountain troops.
Could be special of some nation: Mountain-paratroops or marines-paratroops.
Can’t have brigade
Mission: traditional mission (but not so good in those mission) plus:
Sabotage port (reduce port level in the territory)
Sabotage Airport (reduce airport level in the territory)
Sabotage infrastructure (reduce inf level in the territory)
Interdiction (reduce organization)
Recognition (until they’re not discovered they go throat enemy territories and the correspective troops are then visualized)
Sabotage air defense (reduce air defence level in the territory)
Sabotage see defense (reduce see defence level in the territory)
Sabotage land defense (reduce land defence level in the territory)
Sabotage logistic (reduce supplies effectiveness in the territory)
Sabotage ships (could damage or destroy ships)
Anti interdiction (gives bonus to individuate enemies special forces)
If they ménage not to be seen for a long time they succeed in they’re mission. They have any way causalities in the period where they are in the enemy territory and the game shows a normal fight (a special force brigade operate not together as normal brigade: small companies are sent with smaller objective. For this reason is thought, that some groups are in the time of the whole operation individuated and eliminated) the time they need to succeed depends on many factors: how many spy in that land, how many spy they have in your land, how many troops they have in that territory, how good is the informatics technology (decrypt and encrypt). If they’ re discovered they should cause a lot of causality but should be very easy to defeat too (they’ re not though enough for normal battle). Those mission can be made together when a normal battle is fought between other troops and those other troops will have penalties in discovering the special forces. Then, you don’t need to program a counter for their missions: if discovered they will be soon defeated. They suffer for logistical supplies to and for this reason it is hard to send them for a long time behind the enemy line. It should be possible to make air supplies mission.
As normal troops build trench they should have the possibility to hide themselves in a friendly territory. Hide should proceed as trench for other troop, but “hide” is used to give bonus not to be detected. It should be possible to hide special forces in a enemy territory and give them interdiction as mission. When the enemy will invade they will have great problems to maintain the territory because the special forces brigade organize partisan, make terror war etc. and will be difficult to individuate them, because they have they’re nets.
They should be a little faster then normal unit of that type and a lot more versatile (less penalties for mountains, desert urban etc.)

Old Division Unit(represent the complex old type of division not structured to operate in half independent brigade).
The typology can be as for the c2 division: Normal infantry, mountain troops, paratroops, marines, motorized, panzer, mechanized (the main division structure is never a artillery, because a division uses artillery only as fire support, the main structure is always something else)
Can merge together with 1 brigade
Mission: traditional mission
Brigade attachment (represent the combat or support brigade)
Should be possible to have all the standard combat brigade: Normal infantry, mountain troops, paratroops, marines, motorized, panzer, mechanized
And the support brigade: (they should have a very low organization level, so that the retreat of a division depend only on the normal combat unit but not on the support unit, which whould immediately surrender if left alone.
CAS (see by AIR FORCES)
Recognition Airplane (bonus to visibility and to individuate troops and special forces)
Artillery (more typology like in HOI2)
Police (like in Hoi2)
Militia (faster to recruit and faster to merge: useful to complete a Division in emergency)
A brigade alone can’t fight, every brigade need to be joined to a c2 brigade.

It should be as result:1 old division is stronger as a 3brigade division with only 1 brigade (three times soldiers), but should result a little bit more expansive too
1 brigade division is a little stronger then a 3b div with 2 brigade but with lesser org (2/3 soldiers but very bad administrated), 3b div with 2 brig should be a little bit more expansive (because of the upkeep of the c2 base brigade)
3b div is very better then a 1b division.
A Special Force brigade (for the program division as the other) should be destroyed from both old and 3 brigade division.
The guerrilla land doctrine should be based for longer time on the old division (many soldier not good organized) which was good to defend because the org is less important.

EXTRAS LAND TECHTo give the possibility to play realistic until ’50- ‘60
A land doctrine tech which allow to build independent brigade.For the program should be very easy:
They would be exactly as before
C2+3 attachment
Old brigade (was the old division)
Special forces (now is a regiment)
The man power required is smaller and the stats are set to give as result that 3 new brigade (full with 3 new attachment) are so strong as the old division. As result will come a more expensive army but with greater flexibility.

DIPLOMACY
Coup nation should be a spy mission
All as in HOI2 DD plus something to add:
Possible to add claim (only if touch with a territory which is already a claim) this diplomatic option should drop the relation between the land and give a casus belli, and should cost a lot of money. Should be possible in own territory (not sure in own territory too but easier if few partisan activity is present). In enemy territory should be easier if they have partisans.
Possibility to ask to become a less important ally (very difficult, possible only if the 2 nation have a great difference in points, army, fleet, economy etc… greater the difference easier the possibility)
Possibility to make combined offers (I ask for alliance and give a territory etc…) To give the possibility to select the option in the diplomatic panel should be automatic paused the game… I suppose…
When a war is declared a nation can choose to ask the allies for help and can exactly choose whom (not everybody or nobody): it could happen that UK ask France to join the war but not Iraq. (In WWII Italy didn’t enter the war in ’39 although still allied with Germany)
That should be possible from both the sides (attacker and defender).
The allies should have the possibility to refuse entering the war and that could cause to gain badboys and the relations with other allies to drop, and for all the allies who join the war to leave the alliance. (so could be braked an alliances).
If a nation don’t ask help for the war is possible to join anyway with a 1/2 gain in badboys (if joint after an explicit demand gain only 1/2 badboys than normal if attacking with the ally, and nothing if defending the allies).
Possibility to ask to enter the war (for allies) when the war still began. It should be harder than asking immediately.
the alliance should be defensive or aggressive (obvious results)
should be given the possibility to ask to join an already existing alliance or make a bilateral alliance.

EXTRAS DIPLOMACY
- Possibility to make alliance under condition (for example: Germany ask Italy to become alliance and promise to give a land not belonging to Germany. It means that if Germany will conquer that territory will become the possibility to give it to Italy not doing it means breaking the alliance, badboys, bad relation with allies etc.). That should influence a lot AI, because since that moment the 2 nation of the alliance will have a greater tendency to declare war to get those territories. Relation etc. should be influenced too (France wouldn’t like to know that Germany promised Nice to Italy…)
- Possibility to answer interactive after a diplomatic question. For example if Germany tells she will give Italy Nice Italy could answer ok with Marseille too and so on.
- Every alliance take a name (the name of the two first nation or the traditional name in the case of Germany, UK and Russia).
When inviting to an alliance is it possible to ask for a equal alliances (both have the possibility to invite or to expel members and both have the veto possibility on the other) or a ruler alliance where is should be possible to tell who is the ruler. A ruler in a alliance cannot invite someone in the alliance to became his leader, can only invite other inferior member or equal member. When inviting the superior member of an alliance is possible to invite for a fusion of the alliances (than every veto nation should be able to tell if yes or not)


PUPPET NATION
Should be given the opportunity to have 2 level of puppet (and 2level allies) that give other opportunities:
By every is possible to ask setting priorities in tech to let the allies coordinate the research: to make the program easy should be in the diplomatic option an option ask as tech priority (only the first priority then) if the allies says yes. this schould influence the tech team AI
By every is possible to ask setting priorities in produktion to let the allies coordinate the research: to make the program easy should be in the diplomatic option an option ask as tech priority (only the first priority then). this schould influence the tech team AI
Inferior allies (see EXTRAS DIPLOMACY) is easier to be influenced and is easier that give positive answers
Puppet (normal puppet) says always yes under diplomacy panel (only by resource exchange says not always yes) is possible to ask to become a governor (with little possibility)
Is possible to set territorial building in these lands (ports, airports, air-land-see defense, infrastructure etc), is very easier to be influenced
Governor (they are almost part of the nation but not exactly) says always yes under diplomacy panel (for exchange too) and gives resources (x% from the own production), is always influenced when the diplomatic option is used. Has anyway only 1 Tech slot (is possible to control exactly the tech research and the construction panel). If it’s too difficult for the program structure should be at least possible to set the priorities. Is possible to ask for annex (it could be interesting doing that when the partisan level has reached low level)
Is possible to set territorial buildings in this land (ports, airports, air-land-see defense, infrastructure etc)
So it is possible occupying a land to choose for different option: total control (hard to maintain because of partisan), send a local governor (the option that would have been taken from the Nazis for Ukraina and west Russia if they won against Soviet Union, that could be profitable with relative small partisan problems… anyway the most of the resources are stolen than will be difficult that the dissent don’t grow), or choosing for the traditional puppet (as Vichy)

SPIES
It is possible to recruit spies (the go in a general field like nukes)
There are 3 main option for spies: If they’re allocated to a duty (offensive, defensive or local, they can’t anymore come to the general pool
Defensive spinet (they work mainly as the old defensive spies)
“they function with a National counter as in HOI2 DD and have all the option as in HOI2DD”
Give bonus not being politically influenced
Offensive spinet (for every land a net)
“they function with a National counter as in HOI2 DD and have all the option as in HOI2DD”
Off spinet in an allied land offer him protection against enemies (not exactly as his own spies: ½?)
Off spinet in an enemy-neutral land offer allies bonus in offensive espionage (again not so a great bonus)
New mission:
Destroy defensive spinet (should be very difficult and give the possibility to lose own spies)
Create claim
Off spinets give bonus to diplomacy (a very little bit in all fields), but especially in:
Influence
Coup nation
Local spinetShould be set a local counter for every territory (or if you’re still differencing in land, region, province etc., region could be enough) If too hard for the processor could be enough a “1-0” counter
Give bonus to special forces mission
Give bonus to individuate troops (with rec. wings or with troops)
Give bonus to individuate local spies (random possibility to be detected)

NAVY
I’ m officer by the army and have as passion air-land operation, but I don’t have a specific knowledge of navy…
I only played some mods where I saw a good solution differencing a little bit Corvette from Anti Submarine Ships.
The plane should be again as in HOI1 (separated from the navy) to give a land with a relative small fleet but with superior air forces the possibility to neutralize the effectiveness of the carrier.
Could be good if for every AIR TECH research tree, was it possible to develop the relative carrier plane (not possible for heavy bomber) and only they could be used in a carrier. They should be a little less effective but with the advantage to have the possibility to be used from carriers.
Late carrier should have the possibility to carry troops as transports.
It should be possible to transport normal plane with carrier (but they should be unable to fight). Used only to move planes from continent to continent.
 
Last edited:

unmerged(58892)

Second Lieutenant
Jul 11, 2006
106
0
I don't know exactly how the AI function (I never modded AI), if I knew I could be more precise...
For the oriority influence could be probably possible that the diplomatic question influence the AI tendency to build-reserch in that field (indipendent from the other factor only more probable). Than it was possible to use this option more times to be sure to have influenced the nation enough.
In this case (where is only a tendency) I would suggest to applicate this option to equal allies too. It will only be harder to influence them.
 

Veldmaarschalk

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Apr 20, 2003
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Gigalocus said:
Flying fotresses couldn't operate from Mainland USA and bomb Japan ...

He doesn't mean that I think.

He says that the most advanced heavy bombers (Flying fortresses, he doesn't mean just the B-17) in the game could have a range long enough to reach Japan from the USA.

Which the Convair B-36 could