This is a list of all changes suggested so far. I will update this list as often as possible. (currently under construction)
Interface/information changes:
1) Production screen: small buttons next to Consumer Goods, Production, Supplies, Reinforcements, Upgrades, which by click will set the slider to 100% needed for that field.
1.1) Instead of 1: Select one item that get's all excess from production, upgrades and reinforcements.
2) Production screen: When you e.g. build a division it says "Takes 90 days to develop", please add right next to that the date, when it is finished. You see the date after clicking "Start Production", but it is not so convenient for planning. So the ETA of the queque should also be shown, when you start production.
3) Add "don't reinforce" checkbox on units.
4) a 'go to' button on the "a leader has died" popup.
5) naval bombardment - add list of sunk ships
6) notify when new research team apperas/existing retires
7) skip the whole "General died" farse or rework.
8) add option not to upgrade a unit
9) Be able to double click on the actual production number to lock a slider on the needed %. For example, if I have 12.55% needed for supply, I can click on the Supply % and it will automatically go to 12.55, vice trying to adjust the slider or move it .01 on the + or - bar.
10) Estimated research time for a team to complete a project before that team is assigned. Example: I select Team A (with 2 bonuses) for a project and it shows an estimate time of 12 months; I can then select Team B (with 3 bonuses) and it will show 9 months, etc., all before I actually select the research team.
11) Being able to visually select occupied provinces in peace deals (I click and add them vice having to pick from a list)
12) Add relationship values on the diplomacy screen list of countries.
13) Be able to promote from the Leader statistics screen.
14) The most advanced units in the production screen are highlighted.
15) Some sort of auto slider function in the IC production screen.
16) A button clear all 'Priority' ticks on all your units
17) A buttom to put all Garrison units on 'Anti Partisan' duty - or change the default order to that.
17.1) Remove Partisan-Duty, seems useless to me, since even units on the move suppress partisans (in the province they are currently).
18) When leaders die, explain where they are being removed from: provide a button that allows a manual replacement selection.
19) Need more assignable hotkeys for units (apart from 1-0 we should be allowed to use any keys that are not assigned to functions by default)
20) On the air/naval mission dialog make the slider lockable. So the next time you setup a mission you don't have to drag the slider again. Not all people use the 20% threshold.
21) Also add another slider to air/naval mission. "Reorganize until". So that the first slider controls when your unit pulls out of combat and the second one when the unit starts going on mission again. For example, 20% and 30% by default.
22) Be able to choose between sprites or counters of ground-, air and sea units. For example, I would play with counters for ground units and sprites for sea units.
23) Make it even more obvious (graphically) when being attacked in a province across a border or that province itself. More than just the combat summary sidebar!!!
24) Notify when a naval unit withdraws to base because of low org/str (its annoying to find that 20+ fleet return home just because one (1) DD squadron gots damaged
25) ability to set an aircraft or naval squadron to "repeat mission until I tell you not to"
26) Bring back Field Marshal names when using counters, or at the least provide a toggle between the new system of air forces / ground forces and the original system.
27) an option to auto-accept all free deals
28) an option to set research on automatic. Perhaps with an indication of three priorities for land, navy and air (high, medium, low). In order to be spared for the brain dead 'which team matches best and has highest skill' routine.
29) enable the option to supply allied territory. As it is now you have to alter greatly in the overall strategy to be able to control the supply of your own bridgeheads if your ally is unable to. This makes no sense.
30) The "ships sunk" summary screen: make the list go from the bottom to the top not the other way round
31) The "ships sunk" summary screen: if the ship is sunk by naval planes then say it in the "sunk by"-column
32) Graph and statistics over total manpower (and IC) lost so far in the war for any country.
33) Graph over victory points and time for any country, so that you can see who is winning.
34) Because there is really no point in ever over-funding production, reinforcements or upgrades the sliders could represent 0-100% funding instead of nominal amounts.
35) Paradox really needs to fix the naval range/rebase problem in 1.2--they need to make the right click mission box non-range sensitive and instead make the missions that pop up in it range sensitive. Currently you cant even get a list of options if you click on a province out of range--even though rebasing ignores all range constraints--annoying becuase you have to know the specific province you want to rebase to instead of just clicking on it--this is more complex than it has to be.
36) "Repeat last mission" option for naval and air units.
37) Redesign forcepool. It's annoying to have to redeploy 500 infantry divisions by clicking each invidiually after the "Liberation of Europe" event.
38) Improve diplomatic options and interface. Again, I might be missing something, but I'd like the ability to shift-select provinces from the World Map I want to give to my puppets when creating buffer nations. Also more diplomatic options would be great, like (IMHO) the ability to sell techs, send small expeditionary forces to neutral nations at war(the spanish civil war) and offering a short ceasefire.
39) I'd like to have a red-border on my counters that contain HQs or some similar marker
40) Showing each brigades in list is unnecessary in unit deploy screen. Instead there could be number near brigade to show how many brigades you can deploy. It makes much faster using deploy screen. I tend to build many brigades and it's damn slow to scroll and find my other units after 15 MP brigades listed there...
41) verbose descriptions of all the various little technologies you could research.
42) configure it so that in addition to the new airfield icon, air counters remain visible when landed.
43) Have the airfield tooltip display the usual strength and org figures, as this assists in quick assessment of the units there without the need to cycle through selecting all the units individually.
44) Make these popup tooltip windows for units wider, so that the information always displays neatly rather than occasionally wrapping to the next line when there is a division whose name is longer than normal.
45) add a pausable event popup for when ground units have finished reorganizing after an attack.
46) chance of having multiplayer games actually have the option for pausable events
47) Ability to deploy multiple units at once
48) Ability to upgrade multiple provinces at once
49) Mouse Scroll Zoom on the Map
50) remove fog of war in pop-up unit screen during the battle. Specially nice it would be during naval battles, now you only see '10 capital ships, 6 small ships'. You could then see enemy ships even without opening battlescreen.
51) a massage when a military leader has left and a new 1 has taken over command
52) Add a ledger screen where you can see the daily resource gain/loss figures averaged over the last few days.
53) Show the chance of success when asking for an alliance or non-aggression pact
54) can we see the total terrain and weather modifier for combat in a province before decide to attack
55) Option for creating two leader lists when playing.
One for all the generals, and one for your "favorites", the ones that will get used over and over again.
56) be able to easily sort the production queue into date order, I hate shuffling the units up and down one line at a time.
57) When countries cancel trade agreements, retain them in the list but mark them as cancelled in the production screen. When I'm trying to get Case Yellow to work, the last thing I want to do is stop and try to work out what SIAM isn't willing to trade for. A button to remove cancelled agreements may be required.
58) Tweak the Research screens so you don't seem to be re-inventing the wheel. Sub Machine guns are researched in at least two areas. Couldn't this be reused by one or the other?
59) assign, or better yet, allow the player to assign, the best leader from a stack when attacking. Say I have three stacks of three INF units, I'd like to be able to say that leader X is in overall command of the attack on province Y. It seems a bit random to me at the moment who gets to use their bonuses.
60) If the FM names are a problem, move them to a tooltip, so you get the info when you hover over a stack. This could, of course work with unit size / composition as well.
61) Link the national comparison information in the statistics screen with the FOW option
AI changes:
1) Make Japan Join Axis more often (when AI plays Germany)
Status: Will not change.
2) Make the abillity to get historical allies a little bit eaier to join alliences.
Status: Being looked into. Need more specific examples of what nations you are talking about here.
3) Stronger AI
Status: Being looked into. Remember that making a good AI is harder than writing the code for the game.
4) change building priorities for some countires (especially SU)
Status: Being worked on.
5) atomic must influenced the diplomacy,so if i use atomic versus paris,France must ask for peace!
Status: Being looked into
6) more flessibility for the ai!!!isn't impossible that when i have 100% warscore,england rejected a white peace,or a peace in which i give to england 5 national provinces of germany!
Status: Will not change.
7) General improvment of the Japanese AI
Status: Being worked on.
8) Fix for the Allied invasion AI
Status: Being worked on.
9) Fix the ai's fear of urban and fortified provinces. Logic should be included to help the ai bomb, or use overwhelming force to win here.
Status: Being worked on.
10) Teach the Soviet AI the concept of "Retreat before you get encircled
Status: Being looked into
11) Teach the Germans AI to DOW stepping stones (Greece and Turkey in Allies in 1940 but German AI does not attack Yogoslavia to get to them).
Status: Being looked into. The Yugo trigger is complex. If you have any suggestions, please elaborate on how you want the Yugo AI and German AI to behave if Greece is neutral/allied/axis, if Italy is neutral/axis, etc.
12) AI should learn to stock rare materials before the war
Status: Being looked into.
Game Mechanics changes:
1) Make battles last longer
2) make SS somehow weaker against surface ships (at least against screening ships) and don't let them battle surface fleet (with great succes) so often anymore
3) naval spotting should be harder (so BB can actually slip out of Kiel)
4) delay naval retreats or make them harder
5) solve capital fortress bug (capital losses supplies if its completely sorrunded or smth.Also it is unrealsitic that ALL supplies are instantly transfered from occupied Paris to Mulhouse when French capital moves)
6) there should be bigger differences between CV classes (bigger CAGs)
7) ability to attach tank brigades to infrantry divisions (and maybe even possibility to use them independently only after certain doctrinal research)to simulate early war use of tanks as support vehicles and not as independent fighting force
8) Add a button to hide the display of unit counters/sprites in conjunction with whichever map view mode is chosen.
9) Restore the ability to see terrain and weather at the same time (as in HoI 1). Toggling between the two modes in HoI 2 is annoying and tedious.
10) The "ships sunk" summary screen is a nice new feature in HoI 2, but can we also get a trio of screens, similar to the screens that list the unit counts of all nations, that only lists the opposing units that have been destroyed by your country, along with your own losses?
11) Save the sort order for the various statistics screens, so that when you exit the game and reload, your preferred view is retained.
12) A button on the research screen to remove (clear) a research team from a slot (leaving the slot blank, like when you first begin a game).
13) A button to prevent the convoy AI from altering/removing manually-created convoys. This allows taking advantage of the convenient and generally-excellent new convoy AI while still allowing players to tweak things to their liking without having to resort to full micromanagement.
14) Fix bug where Store Balt next to Denmark will give "out of range" message to GER combat ships trying to move into it when at war with DEN. It's not the close-off-the-baltic-with-Copenhagen sea province, and I should be able to sail in and out even at war with DEN because I have the Kiel Canal. Transports can still move in, oddly. It's possible that there were two enemy submarines in there but they never attacked my transports in the three games I've seen this bug (?) occur.
15) Have units consume less supplies while their nation is not at war.
16) Ability to trade old ships to other countries for cash.
17) Be able to create a nation from non national territory and give it a name. New nation appears as puppet with basic research teams.
18) Be able to give non national territory to non allies.
19) Combat begins (after set time of attack) based on unit organizations and experience. Thus attack sometimes wont be immediated but hours to days later.
20) Ability to attach brigades to overseas units. Make it risky or whatever, but having to ferry 10,000 men back to Japan in order to attach a few hundre MP's makes no sense.
21) allow airplaneorders to include more areas (ie. the option to put a checkmark in more areas, all within range ofc). The need for this is especially for interception which sometimes has areas that divide a natural area of interception into two or more areas. As it is now, you will either have to forget about protecting parts of the area or change the orders for the interceptors/fighters frequently
22) national variation in unit stats. The one-size-fits-all approach is terribly unrealistic. This may make it into a mod, but I'd like to stick to the 'official' unmodded game if at all possible.
23) possibility of trade national province es:germany can sell munchen and can receive nice
24) Ships should be able to rebase at allied ports.
25) When you liberate a puppet, all your units present on the puppet's territory go into the redeployment queue. They should stay put (after all, you are likely to be the one taking care of the puppet's defense for a while until they can build their own units).
26) the political system needs to be tweaked a bit. There doesnt appear to be any way to change the premier - playing with the left-right sliders might do it, but not on any realistic time frame. There are no election events. The political instability of the third republic is not modelled in any way.
27) Fix puppets. When I leave an alliance, my puppets remain in it. If I have puppeted a nation during the game, I can't join any major alliances because "I'm already part of an alliance".
28) airforce mission that sais that this airunit must give support to a specific land/naval unit.
29) Give fighter units a mission to give aircover to a bombingforce.
30) Enable larger air groups.
31) certain missions, in particular ASW, Convoy raiding and strat bombing, to be able to be regionally and not just area. That is, right now when I want destroyers to ASW, I have to pick a piddling little 3 sea province area for them to patrol when I want them to patrol as much of the atlantic as they can.
32) "intercept" mission type for aircraft, where they intercept (duh) incoming enemy aircraft. That way, I don't have to lose aircraft on long air supremecy missions, and avoid them "missing" enemy aircraft by being in the wrong place.
33) Ability to BAN alliance members when you are the alliance leaders
34) When "liberating" nations, I seriously want the ability to choose WHAT provinces they receive.
35) The capacity to annex your own puppet,
36) An intelligence organ that allows you glimpses (at the lowest level) of your enemies and neighbors information. This could include basics like:
damage done to ground troops in neighboring provinces by TAC
entrenchment level of enemy ground troops
number and composition of enemy troops in a particular province (maybe not an exact picture, but a close evaluation).
Tech that a particular country is researching.
A look at your enemies (and friends) production queues.
37) Being able to launch bombing raids against one single province rather then an area
38) An option to "move the timezone" from Greenich mean time to timezone of your capital. Why? Upgrades and reinforcements for Air Power. If you got air units fighting in Europe and set them to day missions, which you should do since night is a crappy time to bomb your planes will be at home at 0:00 at which the game does upgrades and reinforcements, but as Japan its probably already daylight again wherever you are fighting and your planes are in the air.
Basically in Europe you don't have to ground your planes to get them repaired (or upgraded) in Asia you do, thats a huge disadvantage.
39) Give country specific terrain bonuses (Finland: Winter - Japan: Jungle) at the moment Japan gets Jungle attrition while the British defenders don't. Makes sense gamewise since the British defent but is historycally ridiculus and makes it even more unbalanced. I understand that the game can of course not model everything, but at the moment it can model most of Japans historical weaknesses especially in resources but not its advantages (Jungle fighting, Superiour torpedo technology and tactics, etc.).
40) Escort mission for Fleets
41) Put a button tick box if you want a mission to be done once only (
42) make it possible to strategically redeploy your units into occupied territory and into allied territory. There's no reason why it should take 3 months to go from Berlin to the frontline. That's what railways are for.
43) make it possible to build province improvements in occupied territory. The Atlantic wall was all built on occupied territory.
44) Doctrine Feedback from the Frontline
Active combat should help Land doctine research (Guderian speeds up his blitzkrieg research if he's getting info from the front) Same for air and sea. So the more combat you're involved in, the more research spurts you get. Should work just like a rocket/nuclear instalation for those fields of research, respectively (Number of divisions involved in combat[max10] = Size of reactor[max10]). When combat stops, research bonus stops too.
45) Encircled Capitals, Surrounded and Invincible
I encirled Moskau, but it was already Nov and all my units around it were disorganized and with depleted strength. I figured I'd wait until spring while the the Army gets reinforced and reorganized. Within aweek he had 3 more units in Moskow, then 6 more, then ten. I tried to keep up and bring in more myself, now I was worried about a breakout, plus I was gonna need them now for the attack. By March he had 75 divisions in Moskow, surrounded by about 50 of mine!!!
46) Overstacking
This ties in with the previous point about Moskow. I think there should be a province overstacking penalty (not just for leaders.) You simply shouldnt' be able to keep a whole nation's army in 1 province. A cap depending on the province development should make sense, surpassing it should affect org or maybe even strength.
47) Enemies move faster than my own troops IN MY OWN TERRITORY
48) Air atacks give best exp - cool but unrealistic.
49) Cannot send expeditionary forces to non-allies
50) Giving generous gifts in "open negotiations"-dialog doesn't positively affect the relations between countries in the slightest.
51) While allied with Romania and conquered their national provinces from the Russians (Iasi, Chisinau, etc) , I couldn't just give them to the Romanians (to handle the partisans and spare me some Garrison/MPs) Supposedly, ocupying and not owning doesnt give you the right in HOI2 (but in RL, Romania got them all the same, in spite of USSR never quite buckling to the Germans).
Similarly, if I want to create Ukraine, seems ridiculous that I would need Stalins approval. Liberating countries, giving provinces should be possible in OCCUPIED status, not only OWNED.
52) Creating, some liberated countries is completely useless. If left ungarrisoned, you're just making an empty country ready for the enemies to take over. For some reason they don't seem to bother making any units in the middle of a war
53) Annex Belgium & Holland - perhaps it's because I used to play CORE rather than vanilla HOI 1 but I was slightly surprised to note that having several Armeekorps ploughing through your nation, taking all provinces doesn't trigger anything. I know they both have colonies, but a 'Govt flee' event should allow for the main countries to be annexed, but the colonies to remain.
54) Allow countries to trade items even if they are in daily deficit. I've got >100k worth of energy, but if my daily change is negative, I can't use it in trade negotiations.
55) ships should be upgradeable re ASW, AA, RADAR, TORPEDO advances
56) reintroduce intercept mission for fighters and targeting of single provinces, or even better enemy units for bombers,
57) anti-partisan duty should give slow experience rise to units and commanders. Commandos should have a bonus when suppresssing partisans, as they are unconventional warriors,
58) no double research, i e all fighter types needing to research same radar equipment
59) introduce "national attitudes" affecting unit and country performance within same equipment generation CORE-wise.
60) Rework the tac/cas-AI so that it supports an ongoing battle in it's designated area by default
61) Make new buttons: Interdiction- or ground attack-support-battle.
This will only fly if there is a battle in the designated area. The options of flying around harassing the enemy rear troops as it is working today is kept as options.
Graphics changes:
1) More sprites
2) 1280X1024 resoultion
3) bigger fonts
4) lower resolution
5) I'd love to see someone have a go at tarting the map up. Adding 'ghosted' image textures of trees/ hills / mountains to the provinces would add a certain something to the terrain map.
General changes:
1) more events
2) Fix Anti-Comintern pact event, choices B and C are reversed. If you try to join only with Italy you'll sign only with Japan, and vice versa.
3) A LOAD button within the game. Currently if your already in a game and you wish to load another game you have to 'Surrender' (quit) out of the current game, see the scores, then click single player, then click the save game you want to load. Then wait as it takes ages to load up.
4) it seems possible that the IC is too low the other way now: In HOI-1, I used to be able to upgrade every german province in a single year (IIRC). It now takes 2+ years to do this now, and I cannot build a single unit in the process. Mayby this is more realistic, but after playing HOI-1, I strongly dislike this new way.
5). Space button works as pause.
6) Don't let the URSS "liberate" the Repubblica Sociale Italiana (head of state: Mussolini). I nearly collapsed when I discovered that I gave Italy back to that madman.
7) Give ministers and tech teams to the fictional states you can liberate
8) Enable even faster game pace
9) The statistics page could be better: There should be an economic overview including each nation's base IC, total IC, resource production, net resource surplus/deficit. Add an IC field to the diplomacy screen. I'd like to know how my IC compares to other nations. Add a political overview that includes government type, dissent, diplomatic agreeements and relationship score to my nation. Add a casualty overview that shows the cumulated IC value of units and manpower that each country has lost broken down by air, land and sea. Other than when territory changes hands, it's hard to judge how the war is progressing on a front where you are not directly involved.
10) In hoi1 you could hear a cheerful sound every time you sent or got a message in mp.I want that sound back in v 1.2.
11) U.S. Leader Ranks need a rebalance due to the length time before war entry--maybe promoting them all at least 1 rank higher--i.e. to Lt. General would be effective here. That way it would be possible to have realistically SKILLFUL Generals and Field Marshalls (i.e. something a little higher than a level 2 FM would be nice) before the end of the game--an almost impossible task now, especially when Japan doesn't DoW and German invasion defense ai is so crappy you can beat them in less than 18 months after you land in France, even on hard.
12) Steal stuff from the original HOI's CORE mod! That was just pure gold. For instance, there should be events that allow Germany to go to the east as "liberators", creating new (puppet) nations as they go. (Byelorussia and stuff).
13) add some kind of an event when overrunning Russia with Germany
14) Improve client stability
15) Ability to hide enemy troop totals from the statistics tab and instead use a spy option to get ideas of where other nations are at in building
16) Fix the memory issue.. if possible.
17) give Libya some industry or resources
18) One of the Australian research teams is called "Chullona Tank Assembly"
(obviously after the place where the AC1 Sentinel tank was built), its a
common mistake, at some stage one of the references has had a typo and it
has carried on - the AC1 Sentinel was built at the Chullora Railway
Workshops (ie a railway workshops situated in the Western Sydney suburb of
Chullora). I have no objection to having the research team called "Chullora
Tank Assembly", but "Challona" is wrong.
19) croatia is a puppet of croatia intead of a puppet of germany
20) lot of the "surrender" events need some more triggers or alternate events if unhistoric nations do most of the work. IE, Japan becomes a US puppet, no matter what, even if I as the SU or Britain do all the dirty work.
21) I'd like to be able to gain at least a bit more manpower from conquered nations
22) NUKE events. Have events that check if certain vital provinces have been hit by nukes, which have a certain chance of triggering.
23) There should be more reason for Germany (player) to invade Norway. Boost the metal quantity in Narvik to simulate the historic situation or something. Right now, you are better off taking Sweden!
24) when a garrison is defeated - it should move to your force pool and you should get an immediate malus for your total manpower like -2.
25) generals experience system (minimal priority): proportional to units comanded. in that way it will avoid the use of putting one general in each division to maximize the experience gain.
26) change of "endate" of german leaders
27) the trigger for russian surrender is not working, no alliance with japan and must fight to the end in the east
28) britain surrender trigger, only left in the far east but still no offer to surrender (not allied with us, us at war with japan but not with germany, allies only australia & canada,everything else taken by german/axis forces)
29) more ic to japan and italy so they can have 5 tech teams, or give change the skill of their tech teams and their abilities
30) A deleted save game option built in
31) Eliminate automatic leader death and replace it with a random event for leaders involved in combat depending on how well its going.
32) Parse the savegame file names into showing just flag - day number/month number/year.
33) I would like to see the diplomacy during war modified. As Germany, I have taken over Moscow, Stalingrad, Leningrad, all provinces West, and several provinces East of those major cities as well, from the Arctic Circle down to Baku. I have nearly 140 of the Soviet victory points, while they have only about 25 left. My War Score is over 100, and they won't even agree to my begging for peace and giving them my provinces, never mind a white peace or any of my demands. This seems highly unrealistic. Also, they haven't won a battle against me yet in over a year of fighting, but they just withdraw all over the place, and unless I encircle them, they just squeeze between my fingers. It seems like my medium tanks would be able to overtake their 1939 infantry in retreat and either destroy them on the retreat, or capture them at the very least. I'm now having to fight across all of the USSR and drive them into the Pacific, which takes FOREVER because those central Soviet provinces can take 2-3 months for my troops to cross in summer, never mind winter. It's 1943, and I don't think I can make it to the Pacific by 1948. I think I'm just going to quit the campaign after probably 70 hours and play as another country. I never had to do that with HOI, I hate to do it now, and it has me quite discouraged.
34) The world is extremely poor in resources, many areas with a billion provinces are not worth fighting for. Maybe something that won't be addressed in a patch but still a problem.
35) Germ leaders too wussy.
36) sooo want to get rid of the damn Old Guard. They are always in the way when I am looking for a new leader to assign. Make them retire-able.
37) I wish there would be a skill-button for every leader skill. When you deselect it, all the leaders with that skill are taken out of the list. Alternatively, you can make it so leaders are only displayed in the list when their trait is selected. Either way, large countries DEFINITELY need this.
38) France has Vichy Puppet happening to them if war starts normally, but if the allies declare war on Germany before (for example if the Checks refuse annexation) it is completely ignored. The partisan resistance over sucha territory, so early makes the game very annoying thereafter.
39) Allow the 1.2 upgrade file installer to ask where your game is installed
40) pause the game when allied nations offer blueprints
41)add_division should be able to place the unit in a certain province, what was possible in HOI1.
42) a command to set nationalism in a province to a certain value.
43) 4 separate occasions of a ship named Köln that was destroyed 4 separate times. Other ships also have "duplicates", in other countries too.
While I am aware that ships have circulating names in differing "eras" during a same war it seems highly.. not fun. If possible, while this is a small issue, please make it so that if a ship named X is once built, it cannot be built again in this game with the same name X. If needed, invent more names for never-really-built ships so that at least this problem would not come up in most situations.
Interface/information changes:
1) Production screen: small buttons next to Consumer Goods, Production, Supplies, Reinforcements, Upgrades, which by click will set the slider to 100% needed for that field.
1.1) Instead of 1: Select one item that get's all excess from production, upgrades and reinforcements.
2) Production screen: When you e.g. build a division it says "Takes 90 days to develop", please add right next to that the date, when it is finished. You see the date after clicking "Start Production", but it is not so convenient for planning. So the ETA of the queque should also be shown, when you start production.
3) Add "don't reinforce" checkbox on units.
4) a 'go to' button on the "a leader has died" popup.
5) naval bombardment - add list of sunk ships
6) notify when new research team apperas/existing retires
7) skip the whole "General died" farse or rework.
8) add option not to upgrade a unit
9) Be able to double click on the actual production number to lock a slider on the needed %. For example, if I have 12.55% needed for supply, I can click on the Supply % and it will automatically go to 12.55, vice trying to adjust the slider or move it .01 on the + or - bar.
10) Estimated research time for a team to complete a project before that team is assigned. Example: I select Team A (with 2 bonuses) for a project and it shows an estimate time of 12 months; I can then select Team B (with 3 bonuses) and it will show 9 months, etc., all before I actually select the research team.
11) Being able to visually select occupied provinces in peace deals (I click and add them vice having to pick from a list)
12) Add relationship values on the diplomacy screen list of countries.
13) Be able to promote from the Leader statistics screen.
14) The most advanced units in the production screen are highlighted.
15) Some sort of auto slider function in the IC production screen.
16) A button clear all 'Priority' ticks on all your units
17) A buttom to put all Garrison units on 'Anti Partisan' duty - or change the default order to that.
17.1) Remove Partisan-Duty, seems useless to me, since even units on the move suppress partisans (in the province they are currently).
18) When leaders die, explain where they are being removed from: provide a button that allows a manual replacement selection.
19) Need more assignable hotkeys for units (apart from 1-0 we should be allowed to use any keys that are not assigned to functions by default)
20) On the air/naval mission dialog make the slider lockable. So the next time you setup a mission you don't have to drag the slider again. Not all people use the 20% threshold.
21) Also add another slider to air/naval mission. "Reorganize until". So that the first slider controls when your unit pulls out of combat and the second one when the unit starts going on mission again. For example, 20% and 30% by default.
22) Be able to choose between sprites or counters of ground-, air and sea units. For example, I would play with counters for ground units and sprites for sea units.
23) Make it even more obvious (graphically) when being attacked in a province across a border or that province itself. More than just the combat summary sidebar!!!
24) Notify when a naval unit withdraws to base because of low org/str (its annoying to find that 20+ fleet return home just because one (1) DD squadron gots damaged
25) ability to set an aircraft or naval squadron to "repeat mission until I tell you not to"
26) Bring back Field Marshal names when using counters, or at the least provide a toggle between the new system of air forces / ground forces and the original system.
27) an option to auto-accept all free deals
28) an option to set research on automatic. Perhaps with an indication of three priorities for land, navy and air (high, medium, low). In order to be spared for the brain dead 'which team matches best and has highest skill' routine.
29) enable the option to supply allied territory. As it is now you have to alter greatly in the overall strategy to be able to control the supply of your own bridgeheads if your ally is unable to. This makes no sense.
30) The "ships sunk" summary screen: make the list go from the bottom to the top not the other way round
31) The "ships sunk" summary screen: if the ship is sunk by naval planes then say it in the "sunk by"-column
32) Graph and statistics over total manpower (and IC) lost so far in the war for any country.
33) Graph over victory points and time for any country, so that you can see who is winning.
34) Because there is really no point in ever over-funding production, reinforcements or upgrades the sliders could represent 0-100% funding instead of nominal amounts.
35) Paradox really needs to fix the naval range/rebase problem in 1.2--they need to make the right click mission box non-range sensitive and instead make the missions that pop up in it range sensitive. Currently you cant even get a list of options if you click on a province out of range--even though rebasing ignores all range constraints--annoying becuase you have to know the specific province you want to rebase to instead of just clicking on it--this is more complex than it has to be.
36) "Repeat last mission" option for naval and air units.
37) Redesign forcepool. It's annoying to have to redeploy 500 infantry divisions by clicking each invidiually after the "Liberation of Europe" event.
38) Improve diplomatic options and interface. Again, I might be missing something, but I'd like the ability to shift-select provinces from the World Map I want to give to my puppets when creating buffer nations. Also more diplomatic options would be great, like (IMHO) the ability to sell techs, send small expeditionary forces to neutral nations at war(the spanish civil war) and offering a short ceasefire.
39) I'd like to have a red-border on my counters that contain HQs or some similar marker
40) Showing each brigades in list is unnecessary in unit deploy screen. Instead there could be number near brigade to show how many brigades you can deploy. It makes much faster using deploy screen. I tend to build many brigades and it's damn slow to scroll and find my other units after 15 MP brigades listed there...
41) verbose descriptions of all the various little technologies you could research.
42) configure it so that in addition to the new airfield icon, air counters remain visible when landed.
43) Have the airfield tooltip display the usual strength and org figures, as this assists in quick assessment of the units there without the need to cycle through selecting all the units individually.
44) Make these popup tooltip windows for units wider, so that the information always displays neatly rather than occasionally wrapping to the next line when there is a division whose name is longer than normal.
45) add a pausable event popup for when ground units have finished reorganizing after an attack.
46) chance of having multiplayer games actually have the option for pausable events
47) Ability to deploy multiple units at once
48) Ability to upgrade multiple provinces at once
49) Mouse Scroll Zoom on the Map
50) remove fog of war in pop-up unit screen during the battle. Specially nice it would be during naval battles, now you only see '10 capital ships, 6 small ships'. You could then see enemy ships even without opening battlescreen.
51) a massage when a military leader has left and a new 1 has taken over command
52) Add a ledger screen where you can see the daily resource gain/loss figures averaged over the last few days.
53) Show the chance of success when asking for an alliance or non-aggression pact
54) can we see the total terrain and weather modifier for combat in a province before decide to attack
55) Option for creating two leader lists when playing.
One for all the generals, and one for your "favorites", the ones that will get used over and over again.
56) be able to easily sort the production queue into date order, I hate shuffling the units up and down one line at a time.
57) When countries cancel trade agreements, retain them in the list but mark them as cancelled in the production screen. When I'm trying to get Case Yellow to work, the last thing I want to do is stop and try to work out what SIAM isn't willing to trade for. A button to remove cancelled agreements may be required.
58) Tweak the Research screens so you don't seem to be re-inventing the wheel. Sub Machine guns are researched in at least two areas. Couldn't this be reused by one or the other?
59) assign, or better yet, allow the player to assign, the best leader from a stack when attacking. Say I have three stacks of three INF units, I'd like to be able to say that leader X is in overall command of the attack on province Y. It seems a bit random to me at the moment who gets to use their bonuses.
60) If the FM names are a problem, move them to a tooltip, so you get the info when you hover over a stack. This could, of course work with unit size / composition as well.
61) Link the national comparison information in the statistics screen with the FOW option
AI changes:
1) Make Japan Join Axis more often (when AI plays Germany)
Status: Will not change.
2) Make the abillity to get historical allies a little bit eaier to join alliences.
Status: Being looked into. Need more specific examples of what nations you are talking about here.
3) Stronger AI
Status: Being looked into. Remember that making a good AI is harder than writing the code for the game.
4) change building priorities for some countires (especially SU)
Status: Being worked on.
5) atomic must influenced the diplomacy,so if i use atomic versus paris,France must ask for peace!
Status: Being looked into
6) more flessibility for the ai!!!isn't impossible that when i have 100% warscore,england rejected a white peace,or a peace in which i give to england 5 national provinces of germany!
Status: Will not change.
7) General improvment of the Japanese AI
Status: Being worked on.
8) Fix for the Allied invasion AI
Status: Being worked on.
9) Fix the ai's fear of urban and fortified provinces. Logic should be included to help the ai bomb, or use overwhelming force to win here.
Status: Being worked on.
10) Teach the Soviet AI the concept of "Retreat before you get encircled
Status: Being looked into
11) Teach the Germans AI to DOW stepping stones (Greece and Turkey in Allies in 1940 but German AI does not attack Yogoslavia to get to them).
Status: Being looked into. The Yugo trigger is complex. If you have any suggestions, please elaborate on how you want the Yugo AI and German AI to behave if Greece is neutral/allied/axis, if Italy is neutral/axis, etc.
12) AI should learn to stock rare materials before the war
Status: Being looked into.
Game Mechanics changes:
1) Make battles last longer
2) make SS somehow weaker against surface ships (at least against screening ships) and don't let them battle surface fleet (with great succes) so often anymore
3) naval spotting should be harder (so BB can actually slip out of Kiel)
4) delay naval retreats or make them harder
5) solve capital fortress bug (capital losses supplies if its completely sorrunded or smth.Also it is unrealsitic that ALL supplies are instantly transfered from occupied Paris to Mulhouse when French capital moves)
6) there should be bigger differences between CV classes (bigger CAGs)
7) ability to attach tank brigades to infrantry divisions (and maybe even possibility to use them independently only after certain doctrinal research)to simulate early war use of tanks as support vehicles and not as independent fighting force
8) Add a button to hide the display of unit counters/sprites in conjunction with whichever map view mode is chosen.
9) Restore the ability to see terrain and weather at the same time (as in HoI 1). Toggling between the two modes in HoI 2 is annoying and tedious.
10) The "ships sunk" summary screen is a nice new feature in HoI 2, but can we also get a trio of screens, similar to the screens that list the unit counts of all nations, that only lists the opposing units that have been destroyed by your country, along with your own losses?
11) Save the sort order for the various statistics screens, so that when you exit the game and reload, your preferred view is retained.
12) A button on the research screen to remove (clear) a research team from a slot (leaving the slot blank, like when you first begin a game).
13) A button to prevent the convoy AI from altering/removing manually-created convoys. This allows taking advantage of the convenient and generally-excellent new convoy AI while still allowing players to tweak things to their liking without having to resort to full micromanagement.
14) Fix bug where Store Balt next to Denmark will give "out of range" message to GER combat ships trying to move into it when at war with DEN. It's not the close-off-the-baltic-with-Copenhagen sea province, and I should be able to sail in and out even at war with DEN because I have the Kiel Canal. Transports can still move in, oddly. It's possible that there were two enemy submarines in there but they never attacked my transports in the three games I've seen this bug (?) occur.
15) Have units consume less supplies while their nation is not at war.
16) Ability to trade old ships to other countries for cash.
17) Be able to create a nation from non national territory and give it a name. New nation appears as puppet with basic research teams.
18) Be able to give non national territory to non allies.
19) Combat begins (after set time of attack) based on unit organizations and experience. Thus attack sometimes wont be immediated but hours to days later.
20) Ability to attach brigades to overseas units. Make it risky or whatever, but having to ferry 10,000 men back to Japan in order to attach a few hundre MP's makes no sense.
21) allow airplaneorders to include more areas (ie. the option to put a checkmark in more areas, all within range ofc). The need for this is especially for interception which sometimes has areas that divide a natural area of interception into two or more areas. As it is now, you will either have to forget about protecting parts of the area or change the orders for the interceptors/fighters frequently
22) national variation in unit stats. The one-size-fits-all approach is terribly unrealistic. This may make it into a mod, but I'd like to stick to the 'official' unmodded game if at all possible.
23) possibility of trade national province es:germany can sell munchen and can receive nice
24) Ships should be able to rebase at allied ports.
25) When you liberate a puppet, all your units present on the puppet's territory go into the redeployment queue. They should stay put (after all, you are likely to be the one taking care of the puppet's defense for a while until they can build their own units).
26) the political system needs to be tweaked a bit. There doesnt appear to be any way to change the premier - playing with the left-right sliders might do it, but not on any realistic time frame. There are no election events. The political instability of the third republic is not modelled in any way.
27) Fix puppets. When I leave an alliance, my puppets remain in it. If I have puppeted a nation during the game, I can't join any major alliances because "I'm already part of an alliance".
28) airforce mission that sais that this airunit must give support to a specific land/naval unit.
29) Give fighter units a mission to give aircover to a bombingforce.
30) Enable larger air groups.
31) certain missions, in particular ASW, Convoy raiding and strat bombing, to be able to be regionally and not just area. That is, right now when I want destroyers to ASW, I have to pick a piddling little 3 sea province area for them to patrol when I want them to patrol as much of the atlantic as they can.
32) "intercept" mission type for aircraft, where they intercept (duh) incoming enemy aircraft. That way, I don't have to lose aircraft on long air supremecy missions, and avoid them "missing" enemy aircraft by being in the wrong place.
33) Ability to BAN alliance members when you are the alliance leaders
34) When "liberating" nations, I seriously want the ability to choose WHAT provinces they receive.
35) The capacity to annex your own puppet,
36) An intelligence organ that allows you glimpses (at the lowest level) of your enemies and neighbors information. This could include basics like:
damage done to ground troops in neighboring provinces by TAC
entrenchment level of enemy ground troops
number and composition of enemy troops in a particular province (maybe not an exact picture, but a close evaluation).
Tech that a particular country is researching.
A look at your enemies (and friends) production queues.
37) Being able to launch bombing raids against one single province rather then an area
38) An option to "move the timezone" from Greenich mean time to timezone of your capital. Why? Upgrades and reinforcements for Air Power. If you got air units fighting in Europe and set them to day missions, which you should do since night is a crappy time to bomb your planes will be at home at 0:00 at which the game does upgrades and reinforcements, but as Japan its probably already daylight again wherever you are fighting and your planes are in the air.
Basically in Europe you don't have to ground your planes to get them repaired (or upgraded) in Asia you do, thats a huge disadvantage.
39) Give country specific terrain bonuses (Finland: Winter - Japan: Jungle) at the moment Japan gets Jungle attrition while the British defenders don't. Makes sense gamewise since the British defent but is historycally ridiculus and makes it even more unbalanced. I understand that the game can of course not model everything, but at the moment it can model most of Japans historical weaknesses especially in resources but not its advantages (Jungle fighting, Superiour torpedo technology and tactics, etc.).
40) Escort mission for Fleets
41) Put a button tick box if you want a mission to be done once only (
42) make it possible to strategically redeploy your units into occupied territory and into allied territory. There's no reason why it should take 3 months to go from Berlin to the frontline. That's what railways are for.
43) make it possible to build province improvements in occupied territory. The Atlantic wall was all built on occupied territory.
44) Doctrine Feedback from the Frontline
Active combat should help Land doctine research (Guderian speeds up his blitzkrieg research if he's getting info from the front) Same for air and sea. So the more combat you're involved in, the more research spurts you get. Should work just like a rocket/nuclear instalation for those fields of research, respectively (Number of divisions involved in combat[max10] = Size of reactor[max10]). When combat stops, research bonus stops too.
45) Encircled Capitals, Surrounded and Invincible
I encirled Moskau, but it was already Nov and all my units around it were disorganized and with depleted strength. I figured I'd wait until spring while the the Army gets reinforced and reorganized. Within aweek he had 3 more units in Moskow, then 6 more, then ten. I tried to keep up and bring in more myself, now I was worried about a breakout, plus I was gonna need them now for the attack. By March he had 75 divisions in Moskow, surrounded by about 50 of mine!!!
46) Overstacking
This ties in with the previous point about Moskow. I think there should be a province overstacking penalty (not just for leaders.) You simply shouldnt' be able to keep a whole nation's army in 1 province. A cap depending on the province development should make sense, surpassing it should affect org or maybe even strength.
47) Enemies move faster than my own troops IN MY OWN TERRITORY
48) Air atacks give best exp - cool but unrealistic.
49) Cannot send expeditionary forces to non-allies
50) Giving generous gifts in "open negotiations"-dialog doesn't positively affect the relations between countries in the slightest.
51) While allied with Romania and conquered their national provinces from the Russians (Iasi, Chisinau, etc) , I couldn't just give them to the Romanians (to handle the partisans and spare me some Garrison/MPs) Supposedly, ocupying and not owning doesnt give you the right in HOI2 (but in RL, Romania got them all the same, in spite of USSR never quite buckling to the Germans).
Similarly, if I want to create Ukraine, seems ridiculous that I would need Stalins approval. Liberating countries, giving provinces should be possible in OCCUPIED status, not only OWNED.
52) Creating, some liberated countries is completely useless. If left ungarrisoned, you're just making an empty country ready for the enemies to take over. For some reason they don't seem to bother making any units in the middle of a war
53) Annex Belgium & Holland - perhaps it's because I used to play CORE rather than vanilla HOI 1 but I was slightly surprised to note that having several Armeekorps ploughing through your nation, taking all provinces doesn't trigger anything. I know they both have colonies, but a 'Govt flee' event should allow for the main countries to be annexed, but the colonies to remain.
54) Allow countries to trade items even if they are in daily deficit. I've got >100k worth of energy, but if my daily change is negative, I can't use it in trade negotiations.
55) ships should be upgradeable re ASW, AA, RADAR, TORPEDO advances
56) reintroduce intercept mission for fighters and targeting of single provinces, or even better enemy units for bombers,
57) anti-partisan duty should give slow experience rise to units and commanders. Commandos should have a bonus when suppresssing partisans, as they are unconventional warriors,
58) no double research, i e all fighter types needing to research same radar equipment
59) introduce "national attitudes" affecting unit and country performance within same equipment generation CORE-wise.
60) Rework the tac/cas-AI so that it supports an ongoing battle in it's designated area by default
61) Make new buttons: Interdiction- or ground attack-support-battle.
This will only fly if there is a battle in the designated area. The options of flying around harassing the enemy rear troops as it is working today is kept as options.
Graphics changes:
1) More sprites
2) 1280X1024 resoultion
3) bigger fonts
4) lower resolution
5) I'd love to see someone have a go at tarting the map up. Adding 'ghosted' image textures of trees/ hills / mountains to the provinces would add a certain something to the terrain map.
General changes:
1) more events
2) Fix Anti-Comintern pact event, choices B and C are reversed. If you try to join only with Italy you'll sign only with Japan, and vice versa.
3) A LOAD button within the game. Currently if your already in a game and you wish to load another game you have to 'Surrender' (quit) out of the current game, see the scores, then click single player, then click the save game you want to load. Then wait as it takes ages to load up.
4) it seems possible that the IC is too low the other way now: In HOI-1, I used to be able to upgrade every german province in a single year (IIRC). It now takes 2+ years to do this now, and I cannot build a single unit in the process. Mayby this is more realistic, but after playing HOI-1, I strongly dislike this new way.
5). Space button works as pause.
6) Don't let the URSS "liberate" the Repubblica Sociale Italiana (head of state: Mussolini). I nearly collapsed when I discovered that I gave Italy back to that madman.
7) Give ministers and tech teams to the fictional states you can liberate
8) Enable even faster game pace
9) The statistics page could be better: There should be an economic overview including each nation's base IC, total IC, resource production, net resource surplus/deficit. Add an IC field to the diplomacy screen. I'd like to know how my IC compares to other nations. Add a political overview that includes government type, dissent, diplomatic agreeements and relationship score to my nation. Add a casualty overview that shows the cumulated IC value of units and manpower that each country has lost broken down by air, land and sea. Other than when territory changes hands, it's hard to judge how the war is progressing on a front where you are not directly involved.
10) In hoi1 you could hear a cheerful sound every time you sent or got a message in mp.I want that sound back in v 1.2.
11) U.S. Leader Ranks need a rebalance due to the length time before war entry--maybe promoting them all at least 1 rank higher--i.e. to Lt. General would be effective here. That way it would be possible to have realistically SKILLFUL Generals and Field Marshalls (i.e. something a little higher than a level 2 FM would be nice) before the end of the game--an almost impossible task now, especially when Japan doesn't DoW and German invasion defense ai is so crappy you can beat them in less than 18 months after you land in France, even on hard.
12) Steal stuff from the original HOI's CORE mod! That was just pure gold. For instance, there should be events that allow Germany to go to the east as "liberators", creating new (puppet) nations as they go. (Byelorussia and stuff).
13) add some kind of an event when overrunning Russia with Germany
14) Improve client stability
15) Ability to hide enemy troop totals from the statistics tab and instead use a spy option to get ideas of where other nations are at in building
16) Fix the memory issue.. if possible.
17) give Libya some industry or resources
18) One of the Australian research teams is called "Chullona Tank Assembly"
(obviously after the place where the AC1 Sentinel tank was built), its a
common mistake, at some stage one of the references has had a typo and it
has carried on - the AC1 Sentinel was built at the Chullora Railway
Workshops (ie a railway workshops situated in the Western Sydney suburb of
Chullora). I have no objection to having the research team called "Chullora
Tank Assembly", but "Challona" is wrong.
19) croatia is a puppet of croatia intead of a puppet of germany
20) lot of the "surrender" events need some more triggers or alternate events if unhistoric nations do most of the work. IE, Japan becomes a US puppet, no matter what, even if I as the SU or Britain do all the dirty work.
21) I'd like to be able to gain at least a bit more manpower from conquered nations
22) NUKE events. Have events that check if certain vital provinces have been hit by nukes, which have a certain chance of triggering.
23) There should be more reason for Germany (player) to invade Norway. Boost the metal quantity in Narvik to simulate the historic situation or something. Right now, you are better off taking Sweden!
24) when a garrison is defeated - it should move to your force pool and you should get an immediate malus for your total manpower like -2.
25) generals experience system (minimal priority): proportional to units comanded. in that way it will avoid the use of putting one general in each division to maximize the experience gain.
26) change of "endate" of german leaders
27) the trigger for russian surrender is not working, no alliance with japan and must fight to the end in the east
28) britain surrender trigger, only left in the far east but still no offer to surrender (not allied with us, us at war with japan but not with germany, allies only australia & canada,everything else taken by german/axis forces)
29) more ic to japan and italy so they can have 5 tech teams, or give change the skill of their tech teams and their abilities
30) A deleted save game option built in
31) Eliminate automatic leader death and replace it with a random event for leaders involved in combat depending on how well its going.
32) Parse the savegame file names into showing just flag - day number/month number/year.
33) I would like to see the diplomacy during war modified. As Germany, I have taken over Moscow, Stalingrad, Leningrad, all provinces West, and several provinces East of those major cities as well, from the Arctic Circle down to Baku. I have nearly 140 of the Soviet victory points, while they have only about 25 left. My War Score is over 100, and they won't even agree to my begging for peace and giving them my provinces, never mind a white peace or any of my demands. This seems highly unrealistic. Also, they haven't won a battle against me yet in over a year of fighting, but they just withdraw all over the place, and unless I encircle them, they just squeeze between my fingers. It seems like my medium tanks would be able to overtake their 1939 infantry in retreat and either destroy them on the retreat, or capture them at the very least. I'm now having to fight across all of the USSR and drive them into the Pacific, which takes FOREVER because those central Soviet provinces can take 2-3 months for my troops to cross in summer, never mind winter. It's 1943, and I don't think I can make it to the Pacific by 1948. I think I'm just going to quit the campaign after probably 70 hours and play as another country. I never had to do that with HOI, I hate to do it now, and it has me quite discouraged.
34) The world is extremely poor in resources, many areas with a billion provinces are not worth fighting for. Maybe something that won't be addressed in a patch but still a problem.
35) Germ leaders too wussy.
36) sooo want to get rid of the damn Old Guard. They are always in the way when I am looking for a new leader to assign. Make them retire-able.
37) I wish there would be a skill-button for every leader skill. When you deselect it, all the leaders with that skill are taken out of the list. Alternatively, you can make it so leaders are only displayed in the list when their trait is selected. Either way, large countries DEFINITELY need this.
38) France has Vichy Puppet happening to them if war starts normally, but if the allies declare war on Germany before (for example if the Checks refuse annexation) it is completely ignored. The partisan resistance over sucha territory, so early makes the game very annoying thereafter.
39) Allow the 1.2 upgrade file installer to ask where your game is installed
40) pause the game when allied nations offer blueprints
41)add_division should be able to place the unit in a certain province, what was possible in HOI1.
42) a command to set nationalism in a province to a certain value.
43) 4 separate occasions of a ship named Köln that was destroyed 4 separate times. Other ships also have "duplicates", in other countries too.
While I am aware that ships have circulating names in differing "eras" during a same war it seems highly.. not fun. If possible, while this is a small issue, please make it so that if a ship named X is once built, it cannot be built again in this game with the same name X. If needed, invent more names for never-really-built ships so that at least this problem would not come up in most situations.
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