• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Jazumir

Field Marshal
37 Badges
Jul 21, 2009
4.452
374
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Darkest Hour
  • Cities: Skylines - Parklife
  • Stellaris
  • Tyranny: Archon Edition
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Stellaris: Apocalypse
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Industries
  • Prison Architect
  • Cities: Skylines - Campus
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Conquest of Paradise
  • Cities: Skylines
  • 500k Club
  • Arsenal of Democracy
  • Crusader Kings II: Legacy of Rome
  • Victoria 2
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Wealth of Nations
Id like an easy way to cancel orders for air units. Such as when selecting several wings each unit that has orders gets a bar under it on the left side of the screen. The bar shows its current mission with a little cross next to it to cancel.

Because at the moment it is a pain having to go through each unit to see if it has an order and if it is still relevant.

if the (multiple-)unit selection was scrollable, the unit-panels could be expanded vertically a bit, allowing a third row, for what you suggested. It would also open enough room right to those panels, for a ´goto´(or ´details´)-button, beneath the ´select´ button, which takes its function. The ´select´-button gets a new funtion. It selects the unit, without closing the selection list. It´s a toggle button, meaning it switches to ´deselect´ when the unit is selected and you can select several, so you get a selection of the selection, without closing the first selection, or parts of it. You can then give this 2nd-order-selection orders - again, without closing the first selection. Should ease up your air-force management alot (edit: if none is selected, orders are still applicable to all of the first order slection). EDIT2: I´ll call this idea ´2nd order selection´.

We are brain-storming, right. I am playing right now and note here what comes to mind, while playing... so: what was it (before i saw your post)? Ahh, i forgot... well...

Ah, here is a related one: Can we please rename units from within a selection?
 
Last edited:

Chromos

AHOI-Mod Series Developer
17 Badges
Feb 10, 2005
4.772
136
ahoimod.wordpress.com
  • Heir to the Throne
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • 500k Club
  • Victoria 2: A House Divided
  • Victoria 2
  • Semper Fi
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Arsenal of Democracy
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Darkest Hour
  • Hearts of Iron II: Armageddon
Id like an easy way to cancel orders for air units. Such as when selecting several wings each unit that has orders gets a bar under it on the left side of the screen. The bar shows its current mission with a little cross next to it to cancel.

Because at the moment it is a pain having to go through each unit to see if it has an order and if it is still relevant.
Nice Idea!
And HQ's for naval and air units.
Then we would be able to quit missions also from HQ's... ;)

Kind regards,
Chromos
 

Pj Fallon

Colonel
66 Badges
Nov 1, 2010
1.010
73
  • Semper Fi
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Crusader Kings II: Charlemagne
  • Sengoku
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines Deluxe Edition
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Darkest Hour
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Europa Universalis 4: Emperor
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Nice Idea!
And HQ's for naval and air units.
Then we would be able to quit missions also from HQ's... ;)

Kind regards,
Chromos

I already do this i may of had to create HQs from inf but just detact them and attach the planes to the new HQ.
 

Jazumir

Field Marshal
37 Badges
Jul 21, 2009
4.452
374
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Darkest Hour
  • Cities: Skylines - Parklife
  • Stellaris
  • Tyranny: Archon Edition
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Stellaris: Apocalypse
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Industries
  • Prison Architect
  • Cities: Skylines - Campus
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Conquest of Paradise
  • Cities: Skylines
  • 500k Club
  • Arsenal of Democracy
  • Crusader Kings II: Legacy of Rome
  • Victoria 2
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Wealth of Nations
Still more on the UI: The tech-tab.

When you click ´go to´ after a tech finished, it should take you to the according field of research (e.g. ´armor´ after some armor tech).

Then, i find it hard to ´browse´ the list of techs i am currently researching. If i want to check their progress, for example, i have to scroll through a list of almost identical items. The progress with finishing dates should be displayed, at least in the bottom-panel after selecting the tech, but preferably directly in the tech-selection panel, if it can be made fit.

Some sort of color coding might be good for the techs as well. But it shouldnt end up looking like a bad LSD-trip. Maybe one color for ground-unit techs, naval techs, airplane techs, industry&theory and doctrines each. It´s sufficient to color them in the tab-holders on top of the tech-selection panel and in the selected tech list - it´s not needed to color them in the selection panel itself - so maybe use color to reflect their progress, maybe?
 

Pj Fallon

Colonel
66 Badges
Nov 1, 2010
1.010
73
  • Semper Fi
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Crusader Kings II: Charlemagne
  • Sengoku
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines Deluxe Edition
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Darkest Hour
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Europa Universalis 4: Emperor
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Still more on the UI: The tech-tab.

When you click ´go to´ after a tech finished, it should take you to the according field of research (e.g. ´armor´ after some armor tech).

Then, i find it hard to ´browse´ the list of techs i am currently researching. If i want to check their progress, for example, i have to scroll through a list of almost identical items. The progress with finishing dates should be displayed, at least in the bottom-panel after selecting the tech, but preferably directly in the tech-selection panel, if it can be made fit.

Some sort of color coding might be good for the techs as well. But it shouldnt end up looking like a bad LSD-trip. Maybe one color for ground-unit techs, naval techs, airplane techs, industry&theory and doctrines each. It´s sufficient to color them in the tab-holders on top of the tech-selection panel and in the selected tech list - it´s not needed to color them in the selection panel itself - so maybe use color to reflect their progress, maybe?

I agree with the colour coding the list of currently researching techs is a pain to navigate as its all just a mess of text.
 

Jazumir

Field Marshal
37 Badges
Jul 21, 2009
4.452
374
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Darkest Hour
  • Cities: Skylines - Parklife
  • Stellaris
  • Tyranny: Archon Edition
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Stellaris: Apocalypse
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Industries
  • Prison Architect
  • Cities: Skylines - Campus
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Conquest of Paradise
  • Cities: Skylines
  • 500k Club
  • Arsenal of Democracy
  • Crusader Kings II: Legacy of Rome
  • Victoria 2
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Wealth of Nations
When a trade-deal is offered, somehow show (icon or color or whatnot) if this deal would require my trade partner (say, yellow convoy-icon) or me (say, red red convoy icon) to have convoys free for it. Preferably display how many, too.
 

Baltasar

Field Marshal
31 Badges
Mar 31, 2004
4.144
55
  • Heir to the Throne
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • 500k Club
  • Starvoid
  • Sword of the Stars II
  • Sword of the Stars
  • Sengoku
  • Semper Fi
  • Europa Universalis III Complete
  • March of the Eagles
  • Magicka
  • King Arthur II
  • Europa Universalis III Complete
  • Crusader Kings II
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Europa Universalis III Complete
  • East India Company Collection
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
How about giving the sue for peace button a function? Right now, it is basically useless, although there is no indication at all that every single country would fight on regardless of it's losses and regardless of how many provinces have been captured. The VP provinces / national unity thingie isn't really an adequate solution here and not allowing surrenders if you are in a faction doesn't help either.

I'd second the idea of prioritizing certain divisions / corps / armies for offensives. This was possible in HoI2 and it is entirely realistic. Thinking about it, I'd like to be able to set up supply depots, too. One way to achieve this would be the introduction of a new building type and have it constructed like other buildings. This should be costly but the effect would be that units would get their supplies from the nearest depot instead of just having to transport everything from the capital / nearest harbour. The costs should be too high to make it a really viable option for eg Fall Gelb as Germany but it should be an option for Barbarossa or for Japan in China or the UK in India... There could also be a minimum Infrastructure requirement, too, as this would be entirely logical to have eg Inf 5 as a minimum if you want to have vast ammounts of supplies being dumped into one place.
 
Last edited:

Nieldo

Second Lieutenant
55 Badges
Oct 24, 2008
117
30
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mare Nostrum
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Magicka
  • Lead and Gold
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Stellaris: Digital Anniversary Edition
  • Imperator: Rome
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings Complete
  • BATTLETECH
  • Surviving Mars
  • Prison Architect
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Stellaris: Megacorp
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • Crusader Kings III
  • 500k Club
  • Rome: Vae Victis
Some good suggestions in this thread, I would like to remind the devs that the naval war and pacific war still need a bit of work.

Fleet Ping Pong:
After you have engaged another fleet in combat, you decide its not going your way so you order the retreat. The enemy fleet follows you and engages you a second time, you retreat, but as you don't have any control over which direction you retreat to your fleet chooses to jump into a second enemy fleet.

This continues until your fleet is destroyed. We need a way to influence which direction or sea province your fleets retreat into, of course our options could be limited due to what happens in a battle (such as the enemy blocking our path to one sea zone), but we still need the options there for us. This ability to control our retreat direction wont completely fix it though, but it would need a fine balance because fleets should be chase-able, but at the moment it always turns into fleet ping pong and is madly frustrating.

SeaPlane vs LandPlane stacking penalties
If interceptors engage your CAGs (happens a lot in the Pacific) your CAGs suffer the land based air unit stacking penalty and get completely obliterated. We need a way of controlling which of your CAGs will launch against interceptors, a simple check box added to the mission menu will be a start, that way you can have 3-4 of your CAG units assigned to 'CAG Duty + Intercept Duty', while the rest will only be on CAG duty. This would work but an overhaul of the air stacking penalty system would probably be better.
 

No idea

Field Marshal
52 Badges
Jan 11, 2010
4.005
1.196
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Crusader Kings II: Legacy of Rome
  • Divine Wind
  • Europa Universalis IV: Art of War
  • For the Motherland
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
  • Europa Universalis III Complete
I think your number 1 and 4 proposals (about weather and supply needs) are the most needed for a more realistic (and I think better) game. Attrtion should be fr more important than it´s now. In some places like New Guinea, for example (basically in tropical places) the worst enemy was not the enemy, but attrition. Apart from that, it´s crystal clear that a fighting unit should consume far more supplies than one out of combat.
 

Pj Fallon

Colonel
66 Badges
Nov 1, 2010
1.010
73
  • Semper Fi
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Crusader Kings II: Charlemagne
  • Sengoku
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines Deluxe Edition
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Darkest Hour
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Europa Universalis 4: Emperor
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
I think your number 1 and 4 proposals (about weather and supply needs) are the most needed for a more realistic (and I think better) game. Attrtion should be fr more important than it´s now. In some places like New Guinea, for example (basically in tropical places) the worst enemy was not the enemy, but attrition. Apart from that, it´s crystal clear that a fighting unit should consume far more supplies than one out of combat.

Actually this would be class. You could even create a med brigade which reduces attrition. Or special jungle warfare units.
 

unmerged(106255)

Major
2 Badges
Jul 3, 2008
708
0
  • Hearts of Iron Anthology
  • Hearts of Iron III
I don't know if any of these are in SF, but if we're going on about the UI, :

- I'd like to be able to select two divisions out of a whole stack of divisions without have to de-select the many I don't want.

- There should be one button for prioritizations of subordinate units, so I don't have to click on every unit in the army group to prioritize upgrades for example.

- The general's assignment screen needs a trait filter at the top. Press on the "log wizard" icon to show only log wizards. Then click on the "panzer" icon to show generals with both traits. Etc.

- Start the game without generals assigned.
 

unmerged(106255)

Major
2 Badges
Jul 3, 2008
708
0
  • Hearts of Iron Anthology
  • Hearts of Iron III
This should be an option tickable in the menu screen
I'll get SF one of these days. . .


Or maybe fix the AI so they dont assign panzer leaders to infantry.
Perhaps leaders could have a secondary prioritization for skill. Skill 5 leaders get assigned to army group HQ and mechanized units and other high value units, and skill 1 leaders get assigned to garrisons.
 

DanSez

borg in training
31 Badges
Oct 28, 2009
577
3
  • Cities in Motion
  • Supreme Ruler: Cold War
  • Sword of the Stars II
  • Sword of the Stars
  • Sengoku
  • Semper Fi
  • Rome Gold
  • March of the Eagles
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Arsenal of Democracy
  • Deus Vult
  • Darkest Hour
  • Crusader Kings II
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars
  • Surviving Mars: First Colony Edition
  • Surviving Mars: First Colony Edition
  • Achtung Panzer
  • Rise of Prussia
  • Pride of Nations
  • Elven Legacy Collection
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
Ok, I'll bite. Maybe the powers that be read these things. I've seen a dozen or so float down the board and what I consider "Duh" fixes like the above mentioned "Do Not Assign Leaders for <PLAYER>" option is never mentioned by the dev team.

While I'm dreaming...

1. The Supply system should consider Theatre HQs (their physical locations) when calculating supply paths. ESPECIALLY ports for supply. I would like that supply would be stockpiled in the provence of Theatre HQs and those units subordinate would draw from that stock pile. If a more distant HQ needs supply and is not getting enough direct transfer, then attempt to borrow supply from the nearest Theatre HQ stockpile (with a caveate that local Theatre HQ supply exceeds 600% of needed monthly supply or somesuch - ie have 6 months reserve supply). The second part of this dream would require much recoding so its probably an HoI4+ level project, but the base routing for where to send overseas supply should consider the port city the Theatre HQ is nearest to for routing putposed. That should not take 10,000 line of code.

2. Weather - already cussed and discussed by the worthies above in good detail. I just add my vote to making it a priority for simulating the war and its effects.

3. Theatre/Army Command - include supply prioritization levels (maybe a 3 point scale: Reserve/Defense/Offensive) and the possibility to mobilize/demobilize by group (Corps/Army/Theatre). This would dovetail well into the rewriting of the supply/ chain of command the way it should have been done from the beginning (frowny face - wagging finger). Yes, I know HoI4+ territory (sigh)

4. Trigger levels of attrition/org level drops which will stop Offensive Action - both ground/sea/air units would stop offensive level activity at certain points. These could be Moddable (in my wildest dreams) and certainly change due to National Composition/War Attrition/Unity/Supply (what else).
National Composition - Italian troops would fold at 20% org while German troops would fold at 10% org (given all the same factors). Japanese troops would not fold without outside factors.
War Attrition - each month/year of war would add a small percentage to increase the trigger level. Also could include some base line ratio manpower level to reflect getting to the bottom of the manpower pool.
Unity - obvious as the country becomes convinced the war is lost, more soldiers would just pack it in.
Supply - you don't eat, you don't fight.
 

DanSez

borg in training
31 Badges
Oct 28, 2009
577
3
  • Cities in Motion
  • Supreme Ruler: Cold War
  • Sword of the Stars II
  • Sword of the Stars
  • Sengoku
  • Semper Fi
  • Rome Gold
  • March of the Eagles
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Arsenal of Democracy
  • Deus Vult
  • Darkest Hour
  • Crusader Kings II
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars
  • Surviving Mars: First Colony Edition
  • Surviving Mars: First Colony Edition
  • Achtung Panzer
  • Rise of Prussia
  • Pride of Nations
  • Elven Legacy Collection
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
continuing ..

4. continuing ...
this Offensive Level trigger would apply to air and sea units to return to base once org falls below this value and not start new missions until level is recovered or mission is changed to a less demanding one

5. Some more diplo options (like coups, but not marriages - that is so last century ahahhah). FIX the stuff that is already there and make it more effective for Majors/less effective for Minors. Why should Liberia be inflitering spies into Nazi Germany and if so, wouldn't they kind of stand out???? Come on, some common sense here.
 

Pj Fallon

Colonel
66 Badges
Nov 1, 2010
1.010
73
  • Semper Fi
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Crusader Kings II: Charlemagne
  • Sengoku
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines Deluxe Edition
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Darkest Hour
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Europa Universalis 4: Emperor
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
4. continuing ...
this Offensive Level trigger would apply to air and sea units to return to base once org falls below this value and not start new missions until level is recovered or mission is changed to a less demanding one

5. Some more diplo options (like coups, but not marriages - that is so last century ahahhah). FIX the stuff that is already there and make it more effective for Majors/less effective for Minors. Why should Liberia be inflitering spies into Nazi Germany and if so, wouldn't they kind of stand out???? Come on, some common sense here.

Speaking of Diplomacy how about being able to give resources to nations for free as long as they were in your faction.