• 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.

Broe

First Lieutenant
101 Badges
Jan 15, 2003
214
180
  • Crusader Kings II: Horse Lords
  • Rome Gold
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Victoria: Revolutions
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Divine Wind
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Could be great if the planes ability at night were serverly hampered. specially over open waters.
even some str. loss from landing in the dark on carriers maybe even airfields.

would make handeling aircraft carrier a little mre difficult but could add option for no night flight? maybe?

would do wonders for navel battles I think.
 

kaspar42

Captain
48 Badges
Apr 12, 2005
493
184
  • Europa Universalis IV: Cossacks
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Europa Universalis IV: Common Sense
  • Sword of the Stars
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Steel Division: Normandy 44
  • Age of Wonders III
  • Imperator: Rome
  • Prison Architect
  • Imperator: Rome Sign Up
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Victoria 3 Sign Up
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • East India Company
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Cities in Motion 2
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
in terms of supply a provience can only "belong" to one nation at a time, changing that requires a rubuild of the entire system (pretty much a new game)

I am sure that there are ways to do it. Like creating a supply source where the allied supply route enters the transit territory, and a supply demand in the province(s) where it it exits. That way the supply movement would integrate into province owners supply network.
As I said, I realize this is tricky, but this is a paid expansion and I am sure the brilliant people at Paradox can find a way to do this, if they can afford the development time.
 

juv95hrn

Field Marshal
52 Badges
Jan 13, 2000
5.785
8
Visit site
  • For the Motherland
  • For The Glory
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Semper Fi
  • Deus Vult
  • Victoria: Revolutions
  • Hearts of Iron III
  • Pillars of Eternity
  • Europa Universalis IV
  • Hearts of Iron III: Their Finest Hour
  • Mount & Blade: Warband
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron II: Beta
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Steel Division: Normandy 44
  • Steel Division: Normandy 44 Deluxe Edition
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Apocalypse
  • Shadowrun Returns
  • Hearts of Iron IV: La Resistance
  • War of the Roses
  • 500k Club
  • Divine Wind
  • Crusader Kings II: Legacy of Rome
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Stellaris - Path to Destruction bundle
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Leviathan: Warships
  • Magicka
  • Europa Universalis IV: Res Publica
Note that I am not saying the demoting should be forbidden because it is totally unrealistic. I am just saying that promoting
and demoting should come with a small penalty so that the player feels he is taking a real decision.
Totally scrambling your generals repeatedly multiple times a month is surely something even a dictator could not afford.

I have to agree with this since I don't like decisions with no consequences at all. I didn't fancy the way it worked in HOI2 that much because it meant extra micromanagement to watch your leaders and only promote them right after a new level of experience was reached. A system where you got some temporary negative side effect (like operating at -2 skill level for 6 months at their new rank fx?) would be good though. You don't have to micromanage too much and you don't want to reshuffle leaders too much because you pay a temporary price.
 

Cybvep

Field Marshal
May 25, 2009
8.465
127
like operating at -2 skill level for 6 months at their new rank fx?
I like it, although this number should definitely be moddable. Temporary penalties would be good in this case, because they don't affect your OOB-building during peacetime, but a change of commander becomes a strategic choice during wartime.
 

albso437

I am not, I'm not really here.
82 Badges
Sep 28, 2000
2.385
415
  • 500k Club
  • Diplomacy
  • Deus Vult
  • PDXCON 2017 Standard Ticket holder
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • PDXCON 2018 "The Baron"
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: La Resistance
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Conclave
  • Europa Universalis IV
  • Victoria 2
  • 200k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
Could be great if the planes ability at night were serverly hampered. specially over open waters.
even some str. loss from landing in the dark on carriers maybe even airfields.

So the player should have to micro manage every single air unit to make sure they don't land at night???
The idea is not bad per se, but it doesn't really fit the scale of the game, does it?
 

plasticpanzers

Field Marshal
23 Badges
Oct 6, 2007
4.365
237
  • Arsenal of Democracy
  • Sword of the Stars II
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis III
  • Cities: Skylines
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Cities: Skylines - After Dark
  • Pride of Nations
  • Cities: Skylines Deluxe Edition
  • 500k Club
  • Victoria 2
  • Sword of the Stars
  • Darkest Hour
aircraft to operate well at night should have to research the advanced tech on air radar.
This tech should be fleshed out a bit more and split up into a couple techs inc night fighters
and night bombing
 

Secret Master

Covert Mastermind
Moderator
95 Badges
Jul 9, 2001
36.579
19.870
www.youtube.com
  • 200k Club
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • March of the Eagles
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Limited Collectors Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • The Kings Crusade
aircraft to operate well at night should have to research the advanced tech on air radar.
This tech should be fleshed out a bit more and split up into a couple techs inc night fighters
and night bombing

It already does. Each level of aircraft search RADAR adds +10% to aircraft fighting efficiency at night. This stacks with RADAR combat impact from ground based RADAR stations, so if your planes are running night missions inside their own RADAR coverage, you can substantially mitigate the night penalty (which is -50% right off the bat).

Hypothetically, you could reduce that night penalty to nothing if you could afford to research enough air search RADAR enough ahead of time (level 5 would be at 1946 techs I think). That's pretty damn good for WWII techs.

Even better, navigation RADAR gives all aircraft that research it better detection against all surface targets. CAGs and NAVs with navigation RADAR are really good at finding enemy ships. You aren't hiding your ships from CAGs or NAVs with RADAR, and night time ain't going to save you, either.

How much more impact should RADAR techs have on night fighting?
 

plasticpanzers

Field Marshal
23 Badges
Oct 6, 2007
4.365
237
  • Arsenal of Democracy
  • Sword of the Stars II
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis III
  • Cities: Skylines
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Cities: Skylines - After Dark
  • Pride of Nations
  • Cities: Skylines Deluxe Edition
  • 500k Club
  • Victoria 2
  • Sword of the Stars
  • Darkest Hour
Night bombing should be a doctrine that the AI would follow in certain circumstances (the
UK and Germany in WW2 pounding each other comes to mind). Right now the Ai will use
day/night it doesn't matter to attack. My point being that if the AI cannot provide fighter
escort to pound at daytime it would switch to night due to losses (which did occur and why
night bombing was used). its not a techish issue more than how the game handles it. right
now if you want to conduct or have your allies conduct night strategic bombing you cannot
unless you manually assign your own and you cannot 'encourage' you allies to stop daylight
raids when their bombers should be getting slaughtered. Also a subtype of aircraft would be
nightfighters. A nice immersion thing as generally you would not be able to simply assign 10
airgroups randomly to night missions in real life (folks bump into each other in the dark). I am
just suggesting that a way be found to adapt this into the game where the Ai will follow it as
a national doctrine and not hogepodge it as it does now.
 

mkupac

First Lieutenant
72 Badges
Mar 9, 2011
281
4
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Magicka
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Crusader Kings II
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Arsenal of Democracy
  • For the Motherland
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: No Step Back
  • 500k Club
  • Warlock 2: The Exiled
  • Victoria 2
How about some delay for leaders taking place, as in AOD? Makes much more sense, and as is now, you could go for micro-management hell to put your best leaders in almost every single offensive around the globe. This would also mean that promoting/demoting occurs less often, as it would make the leaders useless for some time. The amount of time required would be really important, and as such should be moddable.
 

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

JASGripen

Field Marshal
10 Badges
Jun 14, 2004
4.574
13
  • Hearts of Iron II: Armageddon
  • For the Motherland
  • Hearts of Iron III
  • Europa Universalis: Rome
  • Semper Fi
  • Rome: Vae Victis
  • 200k Club
  • 500k Club
  • Europa Universalis: Rome Collectors Edition
  • Achtung Panzer
I have to agree with this since I don't like decisions with no consequences at all. I didn't fancy the way it worked in HOI2 that much because it meant extra micromanagement to watch your leaders and only promote them right after a new level of experience was reached. A system where you got some temporary negative side effect (like operating at -2 skill level for 6 months at their new rank fx?) would be good though. You don't have to micromanage too much and you don't want to reshuffle leaders too much because you pay a temporary price.

I agree that the "no consequence" state of affairs could be improved. In HoI2 the AI cheated with promotion/demotion (in a way as we all humans and AI do now). I am not against that the AI continue as it is now, but humans could get a penalty. Demotions should be costly for players, in order to discourage them as they happened seldom and one can also believe that many of those demoted officers didn't get a performance boost by the demotion. I would say that demotions cost 1 skill level permanent and promotion cost as suggested above -2 in skill level but for perhaps only 1 month (6 months is along time in WWII).

I could also see a pop-up each time a new skill level is reached for a general. As with all pop-ups it can be turned off for those who do not care. For my own part I care a lot about this and pet the generals more than needed from a pure efficiency standpoint.