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Kevin Mc Carthy

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Special Warfare Techs

There shold be some additional requirement on Artic, Jungle, mountain, and desert special warfare techs that a country can't research it until a UNIT is in that terain. Example, why would USSR (in real life, work on Jungle Warfare).

The best example is Q) why didn't the Germnan general stafff deveolp artic warfare tech before invading USSR? A) It wasn't important. Howevr, to anyone in the 21st century playing HOI as Germany will have Artic Warfare on their "to do list" before attacking the USSR.

As a addittional thought, maybe after the 1st use of paras in COMBAT it becomes cheaper for other nations to research.
 

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Building Queue/Research Queue

There's no way that you can cancel build items or researched items as of 1.01. This should be possible, as IRL countries chose to cancel projects as well. Also missing is a reversed prioritise button for those really long queues, though not critically important.

I would say that for units this would mean the forces used for creation would be returned to the pool (to be retrained), but the ICs spent on equipment would be lost.

Towards canceling research... I would prefer that ICs already spent on it wouldnt be lost by canceling it, as usually canceling is just done to keep it all a bit more viewable when you look at the tech screen. Needs to be done for those wrongly pressed start project times....
 

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Disclaimer: if the following idea has been suggested already, then i apologize. Too much text in this thread for me to read it all right now :)

More effects are needed when signing peace. In my opinion, if you are crushing a nation but either don't want to annex it or can't reach one of their key provinces half-way around the world you should still be able to acquire some 'spoils of war'. Some examples:

1. Demand resources

(a) lump sum- demand x amount of coal/oil/rubber/steel immediately

(b) tribute- demand x amount of coal/oil/rubber/steel every day. if the nation cannot produce enough on a given day then nothign happens- but this tribute takes higher priority than it's own IC production.

2. Demand a halt to military production of: (nation not allowed to produce any more units of a given class)

(a) navies

(b) air force

(c) ground troops

3. Demand armies be disbanded

(a) a selection list appears similar to the list when you decide which army to send as an expedionary force. The armies you select must be disbanded.

4. Demand technology

(a) you are provided with a list similar to share research, but the techs are of the nation you are offering peace to which you do not have, and you would be acquiring them.

5. Demand halt to research

(a) you are provided with a list for one of every research fields (i.e. Submarine tech, Nuclear tech, Industrial) and the nation must stop researching this field.

6. Demand withdrawal from alliance

(a) if the nation is a member of an alliance, you may demand them to return to neutral status

that's all i got for now, what do you think
 

dsteve3

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Hi, all

1) A prov with a certain level of industry (~10?) should have an automatic fortress, scaled accordingly. This reflects the much nastier aspect of urban warfare. Leningrad, Stalingrad, Rome,... these should be very, very hard to take, with lots of long drawn out battles. This is also where artillery/seige guns should have an effect (remember the rail guns? Huge suckers!)

2) Recovery and loss of organization should be geometrically scaled. Eg. 1: my 80 org infantry has dropped to 20; it should take 2-3x as long to go from 20 to 50 org than from 50 to 80 org. Eg. 2: fighting enemy, they go from 40 to 20 org in first hour, 20 to 10 org in second hour, 10 to 5 org in third hour, then attempt to retreat bfore hitting 0. Hitting 0 org in combat should represent extreme situations, as any commander worth his salt will know that a bunch of guys running around with no 'organization' cannot be ordered to retreat!

3) trade? I agree. enough said.

4) Include more info on the flags over the hovering mouse. Make it like EU2 - those boxes are stuffed full of good info!

5) In tech tree, give stats on units. Hey guys! The tech tree is very well organized, it doesn't require alot of tweeking, but you could publish a BOOK with all that info - a Civ-style poster showing ALL the tech tree would be great! I'd spend $20 (CAD) on that (since HoI/EU2 doesn't need no stinking 'strategy guide'! Upsales! Upsales!)

6) The little box to cycle bombing runs is great! Just make it stop when the province is won. My bombers are sucking the infantry back into combat after the battle is already won. I lose more strength/org AFTER the victory than during battle! (though that actually may be historically acurate...)

7) We should be able to build bases and airstrips on 0 infrastructure provs, instead of the slow and painful process of building infrastructure. How much should it cost? How long should it take? Dependant on size of units you want to station? This would NOT affect supply through the prov, that would require improving infrastructure!

8) Paratroops dropping into 0 infra provs would run out of supplies before they could consolidate the prov. Either that, or its irrational: how do you conquer the Sahara? The answer is in the periphery - if you control the sea area, you control the island (unless someone has built a base). Control of the Sahara? How may provs surrounding it do you control? They should be very hard to take initially, but once you control the peripheral provs, they should change automatically. Does it matter though? Huge gapping wastes (unless you live there, of course).

9) IC's/manpower/resources from conquerred territory - would the Sri Lankans care whether they send their rubber to the Brits or the Germans? Would the Indonesians care about whether their sending rubber to Japs or the Dutch? I honestly don't know, but in either case, I have only heard of the Ghurkas, and I don't think they constituted a whole division. IC's should definitely take a hit - no one is that motivated to work!
 

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Suggestions regarding navies.

Currently it seems as if navies can move through bottle neck points, despite who controls them. Specifically Gibraltar, Suez, Panama, Dardanelles, and the entrance to the Baltic. The ability to move through these points should depend on ownership, probably automatically allowing alliance members and neutrals to move through. Also convoy routes seem to move through these areas as well, allowing for example the Italians to supply their outpost in East Africa even after they have gone to war with the UK.

Regarding convoys, I currently have no choice as to the route my convoy takes, which means that as the UK I am loosing convoys to Italian ships in the Mediterranean, when in fact I should now be making the choice to ship my stuff around the cape to avoid this.

Hope i'm posting this in the right place, I saw a thread on main HoI board saying that there was a suggestions thread, I think this is it.
 

unmerged(10750)

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One thing I'd like to see, is when I click on a country in the Diplo menu, is to at least be able to see the name of the Head of Gov't, the way you can in EUII. I realize that may not be possible, but it would be nice...
 

King

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Originally posted by SideshowBob

Hope i'm posting this in the right place, I saw a thread on main HoI board saying that there was a suggestions thread, I think this is it.

Yes this is the right place.
 

King

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These 2 caught my eye.

Originally posted by dsteve3


1) A prov with a certain level of industry (~10?) should have an automatic fortress, scaled accordingly. This reflects the much nastier aspect of urban warfare. Leningrad, Stalingrad, Rome,... these should be very, very hard to take, with lots of long drawn out battles. This is also where artillery/seige guns should have an effect (remember the rail guns? Huge suckers!)

The fortress idea looks nice, can you quantify it? Is it a straight 10 IC gives a province 1 extra level of fortress or is it a silding scale?

Originally posted by dsteve3

9) IC's/manpower/resources from conquerred territory - would the Sri Lankans care whether they send their rubber to the Brits or the Germans? Would the Indonesians care about whether their sending rubber to Japs or the Dutch? I honestly don't know, but in either case, I have only heard of the Ghurkas, and I don't think they constituted a whole division. IC's should definitely take a hit - no one is that motivated to work!

Well then you get into the situation were the French coal miners don't care who they work for, but the Sri lankan Factor worker does.

P.S. in 1947 there were 10 regiments of Ghurkas (that's enough for 3 Divisions if they all had a single Battalion, which they did not) However the Muslim military Castes made up the largest part of the Indian army according to figures I have seen. The Indian army was approximately 50 Divisions byt he end of the war.
 

dsteve3

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...P.S. in 1947 there were 10 regiments of Ghurkas (that's enough for 3 Divisions if they all had a single Battalion, which they did not) However the Muslim military Castes made up the largest part of the Indian army according to figures I have seen. The Indian army was approximately 50 Divisions byt he end of the war.

I stand corrected! I was responding to the idea of conquered minors providing manpower, thinking that it wouldn' be likely.

As far as trying to simulate urban warfare, I'm just trying to find some kind of fix. In WiF, you couldn't blitz into a city hex. This won't work with HoI, as the prov's are bigger. You could still blitz through the Moscow prov, but I think there should be some advantage to the defender, relative to the proportional urban sprall. Maybe having forts in areas where there's alot of urbanization. I would probably set the standard with the largest urban areas, find a fort size that simulates reality, do it again with the smallest areas, and scale it.

The problem is Paris. The German blitz into France completely surrounded their units, so they basically just marched in (IIRC). This creates a minor delema, as a human player won't let that happen, but is it fair to penalize him just because of that? This is probably a non-issue...

Thanks for your response! Have you checked out the new-and-improved 'Bolted' manual adjustments? Looks really enticing...
 

King

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Originally posted by dsteve3
I stand corrected! I was responding to the idea of conquered minors providing manpower, thinking that it wouldn' be likely.

As far as trying to simulate urban warfare, I'm just trying to find some kind of fix. In WiF, you couldn't blitz into a city hex. This won't work with HoI, as the prov's are bigger. You could still blitz through the Moscow prov, but I think there should be some advantage to the defender, relative to the proportional urban sprall. Maybe having forts in areas where there's alot of urbanization. I would probably set the standard with the largest urban areas, find a fort size that simulates reality, do it again with the smallest areas, and scale it.

The problem is Paris. The German blitz into France completely surrounded their units, so they basically just marched in (IIRC). This creates a minor delema, as a human player won't let that happen, but is it fair to penalize him just because of that? This is probably a non-issue...

Thanks for your response! Have you checked out the new-and-improved 'Bolted' manual adjustments? Looks really enticing...

I am afraid this thread does not get the attention it deserves so I skim through it and only really reply to things that realy grab my attention. The Bolted manual adjustments are not (yet) in that category I am afriad. If something gets a good discussion going about it though I just can't miss it.

The manpower question is one (of many that are discussed here) that are also consider by the betas. I am afraid that I can't tell you what may or may not have been discussed already (damn that NDA).

The problem with Paris is always a stumbling block when we come to things like this. It was never fought over and miether was ROme. There are always exceptions. If you can come up woith a (fairly simple is nice but not essential) idea to solve this that works in most historical situation and does not prevent the exceptions (too much) then it is one I will put forward.
 

unmerged(11119)

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One more further suggestion with regards to AA: How about an option for a box to pop up that says "Our 80mm AA guns damaged/shot down British bomber in Stuttgart!"...or "Our SAMs have shot at and damaged/destroyed Enemy aircraft...etc"

I have yet to see AA do anything in game...
 

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Diplo points

I think AI could use Diplo points much more effectively, or a scale down of the points is in order. Either way a player gets a lot more benefit of the diplomatic engine than they should. With France I can keep practically all of Germany's European allies from joining (unless scripted ofcourse) and have points to boot.

I never see the AI trying to persuade Romania/Sweden/Norway other countries to their side. It seems scripted for some countries but its not in the text? (Eg UK AI always convinces Holland to join alliance)

This is annoying as well as UK AI will ask Holland Minor (even if played by player) about 2 times per day to join alliance.... AI should get the point that I dont want to join. Also I got dragged into a war with Germany without ever being DOW by germany or joining the Allies at all. It seems that the engine says that:

"IF the allies declare war on germany THEN holland & belgium (also affected in the same way) are automatically allied with UK & France."

Wrong I think, no reason why either of these countries would not believe they could make it on their own.....
 

Kevin Mc Carthy

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Re: Big list of stuff

Originally posted by olaf73
New list of all the stuff I think should be enhanced/changed. Some of these are repeats and none of this is in any particular order other than how I thought of them, or stumbled across them as the case may be.

1) Election changes need to show the traits of each cabinet position. The player should be able to weigh each side if he/she has a choice in it.
olaf

The Election results should be Historical A, non historical B with the AI taking A aboout 85%, or more as EU2.

As the US, I played a game disent was zero but FDR lost in 1940--DUH, why?
 

unmerged(345)

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Varied suggestions

sorry if some of these ideas have been already raised, not time to read them all.
1. Spasnish civil war. in my experience, provinces go Nat or Rep almost randomly. it would be easy to include a chance of going Nat. my suggestions:
100%: Ceuta
90%: Pamplona, burgos, all canary islands, v. cisneros
70%: bata (why not?), sevilla
80%: vigo, valladolid, salamanca
60%: granada,
50%: Huesca, mallorca, malaga
40%: badajoz, cartagena, albacete, almeria, cuenca, menorca
30%: Lleida, bilbao, madrid, valencia, cordoba
20%: barcelona, gijon
regaridng ExpForces, i guess everything has been said

2. if i saty in war, i reduce consumer goods so it's better tio keep open a war with some minor somewhere. "war weariness" should be included fostering dissent (if it's not already included)

3. land-locked resource-rich province should 'evacuate' part of their resurces to hte nearest coast province belonging to the sma country. AFAIK for frenchies is no use to have petrol in Syria

4. you should get some resources of the puppet regimes you force.

hope it helps
the more i play the more i like this game. congratulations paradox.
 

Kevin Mc Carthy

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Re: Diplo points

Originally posted by Silvercloud
I think AI could use Diplo points much more effectively, or a scale down of the points is in order. Either way a player gets a lot more benefit of the diplomatic engine than they should.

The AI is crippled in 1.01 NA re diplomatic action. I messed around with the USSR last night. I was able to pull Yugo, Romania, Turkey, and Persia into my alliance by '41 without breaking a sweat. I don't think Yugo Turkey, and Persia ever had any AI nation try to influence them at all.

The AI needs to at least try to keep nations out of opposing alliances.
 
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