Have manpower requirements doubled and the effect of mobilization laws lessened, that would help. Oh, and let AI know when to scrape the Barrel. Maybe some casualties to population to available manpower under current law ratio?
Wouldn't that just put extra manpower in divisions where it could be shot?
Wouldn't that just put extra manpower in divisions where it could be shot?
I have no idea, since it's not possible atm.
Louella said:
Service manpower for land equipment. Would that be a good start ?
Yes it does put that extra manpower where it can become casualties. But still a better solution than what we currently have.
But changing the manpower of units is possible.
It's too hard. This game is primarily about large-scale hostilities and not about infrastructure and economic problems.
But it should be, it would be a great way to teach history and geopolitics to children and teenagers. It would also be a great didactic tool on how to save money and how not to waste food. This sounds funny, but in reality it's not, it's very serious, this is quite didactic for young people.
But it should be, it would be a great way to teach history and geopolitics to children and teenagers. It would also be a great didactic tool on how to save money and how not to waste food. This sounds funny, but in reality it's not, it's very serious, this is quite didactic for young people.
With this, the young will understand how the communist and fascist ideologies came to power taking advantage of the hunger and despair of the poor. They reach out to you and give you food and hope for a utopian future that in a few years becomes a nightmare worse than what they lived through before all this.
Then you should probably make your own teaching tool, because HOI4 is a grand strategy game, not a teaching tool. Hell, there's probably some games out there already that do what you ask.
But it should be, it would be a great way to teach history and geopolitics to children and teenagers. It would also be a great didactic tool on how to save money and how not to waste food. This sounds funny, but in reality it's not, it's very serious, this is quite didactic for young people.
With this, the young will understand how the communist and fascist ideologies came to power taking advantage of the hunger and despair of the poor. They reach out to you and give you food and hope for a utopian future that in a few years becomes a nightmare worse than what they lived through before all this.
Wrong time period for that kind of game. By 1936, fascists and communists were already in power. They also didn't access power simply because of food shortage and bad economic situations. It mattered of course, but it was far from the only factor. The Nazis would never have taken power if nationalists and antisemitism had not been so strong in Germany in the 1920s. An educational game should start by getting its facts straight.
Same thing with food production. It was a more complex situation that you make it out to be. For instance, Germany, even before the war, wasn't self-sufficient in food. They had to rely on importations from Eastern Europe. Nonetheless, they never really had a problem feeding their population or soldiers. Even with rationing, which began in 1937, the Germans never went hungry. So adding a system to force factories to produce food would be both unrealistic and unnecessary. Same for gold. It wouldn't fit the time period as at that time most countries stop relying on gold for their economy. Same for expendures. The 1930s was a period when complex economic policies were adopted in order to fix the crisis. The MEFO bonds cannot be represented by a simple slider between civilian and military expanses.
Sure, the game could use some improvement of the economics. Notably to better represent the differences between how the different countries prepared and adapted to war. But your propositions would only add an unnecessary complexity and decreased performances while making the game actually less immersive because not accurate to that era.
gold as a resource is not wrong ... but on hoi2 and hoi3 the generic "money" was used. You could use that. For mantenimence the soldier
Because, how would you then handle money printing, mefo bills, command economies?So this kind of economic system is not new in the HOI series. It should have continued, I do not understand why this is not present in HOI 4. I liked to know that.
Unnecessary complexity just for you. If it is a DLC, it does not force you to buy it, I for example did not buy the DLC "La resistance", many like me have not bought and probably will not buy, because they did not like to see civilian factories serving as a monetary unit to fund espionage agencies. So the DLC's are for all tastes, those who like it will buy those who do not like the reviews and the description will not buy.
That's not really how the Paradox DLCs work. When Man the Guns came out, that changed the naval combat system for everyone, not just those who bought the DLC. When La Resistance came out, that changed the resistance for everyone, not just those who bought the DLC.
it must also be said that it is from D1 that many are asking for a revamp of the economy. However the MEFOs give a build bonus (effect that was already there in the old hoi series) and decrease the% of consumables (other thing present in the old hoi) so I think, paradox wanted to try a new system. Either to simplify the game, or to try something new. But in Italy we have a saying "whoever leaves the old road knows what he leaves, but he doesn't know what he finds". I have often seen video game companies being forced to take back the new feature and put the old one back.That's not really how the Paradox DLCs work. When Man the Guns came out, that changed the naval combat system for everyone, not just those who bought the DLC. When La Resistance came out, that changed the resistance for everyone, not just those who bought the DLC.
Paradox can't support two (or more) parallel HOI4 games at the same time, so the DLCs are designed in such a way that the main features are available for everyone, but those who buy the DLC unlock a couple extra features (espionage, upgrading generals, designing ships, focus trees). If Paradox made a DLC that updated the economy, then those mechanics would have to be available to everyone in some form or else they would run into major issues.
I also disagree with a lot of the other stuff that you wrote, but I think this is the most important thing. You can't just overhaul the entire economy in a DLC and then pretend that it only affects people who bought the DLC.
Then why don't you go apply for a job at Paradox and show'em how a "politically-incorrect for grown-ups" (or is that an "educational for kids"? I lost track) DLC should be done?Come on man, a DLC is resumed in an on/off button, it should not be difficult to understand this.
Then why don't you go apply for a job at Paradox and show'em how a "politically-incorrect for grown-ups" (or is that an "educational for kids"? I lost track) DLC should be done?
Lemme show you how: ON... OFF... Button. There, done. Bingo, ship it!
I do not understand why this is not present in HOI 4. I liked to know that.