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unmerged(12023)

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Reverse tech tree tool

A reverse tech tree tool, such that a user could enter 'advanced aircraft carrier' and the tool would spit out a nice ordered list of technologies that must be researched in order to reach 'advanced aircraft carrier'.

I think that would make a nice feature for the game. Since the tech screen already shows (using colors) which techs you have, are currently researching, are not currently researching, and are unavailable... it would be cool if you could specify a goal tech and the screen would highlight the path with some color like flashing purple.

Or even automatically add the required techs as they become available. With a popup notification of course.
 

ladner

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Originally posted by Sturmgeist
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...

I slowed down the game settings to the slowest possible and with the constant British strategic bombing I noticed that there would be a puff of flak smoke when the bombers flew over Essen. The allies DOWed on me before I had the chance to buidl up flak in other provinces. But your idea would add a level of assurance, not so sure if I'm crazy about the suggestion though, since there are too many pop-ups due to air-combat intereception.
 

unmerged(11119)

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Originally posted by ladner
I slowed down the game settings to the slowest possible and with the constant British strategic bombing I noticed that there would be a puff of flak smoke when the bombers flew over Essen. The allies DOWed on me before I had the chance to buidl up flak in other provinces. But your idea would add a level of assurance, not so sure if I'm crazy about the suggestion though, since there are too many pop-ups due to air-combat intereception.

I understand about the pop-ups...but then you can just have the info appear as either a pop-up, or just in the text box or any variation.
 

unmerged(5322)

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I know there are some problems with the AI and some bugs. But I wanted to discuss some strategies that the air force (all nations don't seem to do)

If this is redundant that I apologize.

The best example is the air war of the UK and Germany well lack there of.

1) Bombers do not attack to hinder enemies IC. This would increase the importance of air fighting. Historically one of the reason an invasion failed by germany on britian was the fact that germany could ever really control the skies. In HoI, the fighters, tactical bombers and strategic bombers all should work in unison.

-Fighters are protect and stop bombing runs.
-Tactical bombing used in the same manner but more intelligently.
-Strategic Bombing, needs much improvement. They must be used to stop and stall IC production. Take out troops, naval fleets or other air forces. So far this isn't being done on any level.

2) Sorties seem to first go after where the planes are basing at which is fine but lead to another problem.

3) Flights aren't long enough to inflict damage. I've seen the AI send sortie after sortie only. The result is not enough time to inflict any real damage. Or not enough damage points to inflict any real pain.

4) Stratigic bombers don't go after large forces of ground troops. They will tactical bomb if invading but won't go after a large force if they aren't planning

5) Sorties are ran even though it's darkness. Maybe this should be a feature but no sortie should go out in the darkness. Therefore maybe between 7 and 7 or 6 and 10 or whatever time is deemed approriate, sorites can go out. If it's not in that time then the "sortie loop" is stopped until it can resume. Second if sorties are in a middle of fighting they return to base until they can go back up again.

What's strange is that the US seems to be the best at this but the UK, Germany don't ever really use their air forces in a meaningful way.
 

unmerged(4260)

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How about resurecting an EU idea? If you conquer territory you don't have a claim to, production and manpower drop dramatically (actually manpower should go to 0... Germany couldn't go around recruiting front line troops from Warsaw or Paris), and production could be modified through means like length of time held, presence of a garrison, partisan/resistance activity, etc.

On other issues, the improving infrastructure/IC system is a mess... the result is that players build industry in remote places where they historically weren't built. And spending a year to get 1 IC is also not reasonable. Here's how I would do it: The IC of a province is increased by a factor of 15%, and the time it takes to increase that capacity is on a logarithmic-style scale spanning from a year to 6 months (i.e. a 1 IC prov would take a year to improve, 2 IC 11 months, 3 IC 10&1/2 months, 5 IC 10 months, 10 IC 9 months, etc, where the shortest possible time to improve is 6 months in say a 50+ IC province). This scale could also perhaps be modified by infrastructure quality.

The incentive should be for the player to increase IC in areas where there already is good infrastructure and industry. In the system I just offered, a 35 IC province could double it's IC in 3 years if it was constantly improving, which is not ahistorical and would give a historical edge to the US and the USSR. For game balance you might want to lower some 1936 ICs to mimic the depression, but IMHO this would be a considerable improvement, both for gameplay and historiocity.
 

unmerged(12029)

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Originally posted by Kuniworth
Leaders;

Paulus and some others should not start as field marshals. They were promoted during the war.
Finally!!!! I was looking to see if anyone brought this issue up before I jump in. I noticed in the '36 scenario that Guderian can only command 1 division, which might be appropriate for that time, but then Rommel should be the same and many other generals should be demoted too.

I don't know if Paradox intended to give the Germans a decent command structure at the beginning without ruining the ratings of some famous leaders, but I believe Rommel should be demoted from FM along with Paulus, Manstein and Kleist. Guderian should be increased to the same level as these other leaders. Also, if memory serves right Manteuffel served under Guderian and Rommel and should be reduced below these guys.

Also, I didn't see an Air leader for Galland or Moelders <sic> or even Udet. These guys would be superior tacticians.
 

unmerged(11253)

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Since i really dont have time to read over 200 posts, im just going to say the two things i think are essential to managing one of the larger countries.

1) In the build unit section, there must be an option to choose how many of that particular unit selection to build, and the IC cost changed to show the cost of the amount for the number you want to build... (IE If you have 50.00 points allocated for building units, and you want to build 5 infantry units, at the bottom have something like 25/50.00)

2) I like the percentage thing above, but we need a way to improve provinces on a mass scale (industry in particular), even without the percentage thing. We need something when you click improve industry, something like "Improve infrastructure in all provinces with industry below leve 5(and make that number changable, obviously)"

I dont find it fun clicking on 181 different provinces every year to decide wether or not i want to improve it, nor having to select the same unit and brigade to queue 40 of the same type or something like that, these 2 things KILL the game for larger countries.
 

Belissarius

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Combat is flawed in the naval area

The whole naval combat formula is flawed. Ships use the same combat system as aircraft and land units. Now strength and organization is great when used for units that represent a 100 or 1000's of men/vehicle & planes but when it deals with 4 or less ships it really breaks down. The interaction really breaks down in the air vs naval interaction. A single bomb will sink a DD on most of the time. A CA is also vulnerable to a single Bomb. CV's and BB have more durability but can still be sunk with one single bomb hit but this is not the norm. Aircraft must be far more deadly to naval ships and a better way to handle ships than the strength/organization should be found. Yes this means work and yes its easier to just use the dame system but the fact remains that a unified combat system should never be used in a WW2 game.

Land Units system is great to represent strength and organization

land unit vs land units combat system works well

Land units vs. Air units still works well (there are bugs but teh under lying system is still works well)

Air Units system works great tweaks needed to show that flying missions lowers organization

Air vs Air combat works wel as its hard to destroy entire squadrons but org and strength loses are a good way to show this. I still think a caught on the ground chance should be even deadllier than a standard "critical hit"

Air vs Land combat is great (there are issues of the effects a bombing run, but the system just need to tweaked)

Air vs Naval - it doesnt work as I sent 5 (granted just basic naval ju87s) against 8 cpaital ships with 1 dd squarron and they kicked my arse. That many planes should have been devestating!!
I didnt sink a single capital ship. The sytem just isnt deadly enough.

Naval units are always better if the yare handled differently from land units. In almost every board game they are handled differently as you are dealing with either single or very small numbers with each counter.

Naval vs Naval - I can really say if it works well as I havent done much of this.

Naval vs Subs - It sucks subs have no advantage or disadvantage inherint to the sub design

What should happen is that a sub detection ability be add to all air units and ships (even if its o) and sub attack value added to all units and a sub defence added to all naval units.

A single sub is deadly against capital ship!. Now a sub flotila is a joke agaist a battleship.

the system just doesnt do any justice to naval warfare on any level really.

Thoughts on Organization and ships
A ship that hasnt been in combat is still combat ready after a week or two at sea. Its consumed oild and supplies but it hasnt lost organization. It hasnt consumed any of its ammunition and isnt more likely to retreat than a ship that just left port. a new aspect of ship information should be added Endurance signalling how long a ship can be out of port. Its represnted by a time value that counts down when it reached zero then you get problems.

The Strength-Organization is a perfect system for air units and Naval units but its a very flawed sytem for naval unit and naval combat.
 
Last edited:

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My Two Cents

First and formost: Thank you Paradox for making a WWII grand strategy game! I have enjoyed both EU I & II. There are several things I would like to see done differently in HOI, but overall I have been very happy with the depth that you put into your games. That being said, ya'll asked for suggestions.....

Game "enhancements" I have not seen discussed:

1. When the pop-up menu pauses the game, I would like it to stay paused after clicking "OK."
2. The pop-up menus should be in reverse order, oldest ones on top.
3. Game option to slow down the game time automatically whenever a battle is taking place.
4. I would like to see the key territories taken out of colonial provinces. I don't think it's realistic to say that France hasn't fallen until their African colonies have been taken.
5. I would like the option of receiving messages when one of my units hits 75, 50, and 25% organization and/or strength.
6. I would like to be able to add/modify brigades as an "upgrade" to my existing units. In addition, I would like the ability to have multiple brigades attached to one unit.
7. Air battles seem to take an unrealistic amount of time to resolve.
8. I think that the convoys should be visible on the map, with the same spotting rules as other units.
9. Non-adjacent enemy units that have been "spotted" should remain on the map where they were last seen, even if they moved. Their movement should not be changed until they are spotted somewhere else, or the province is spotted again and found to be empty. Adjacent units who move away should still show their old positions for a time, dependent apon weather, terrain, leadership traits...etc.
10. Generals leadership traits should return to previous level over time after being promoted.
11. Generals that have been removed from a unit and put into the force pool should suffer a negative loyalty rating if not promoted.
12. HQ units should have to be created for corps, army, and army groups, or their appropriate designations in the naval and air forces. Naval capital ships could serve as HQ's for fleets. Army HQ's could have "supply depots" that get drained by their lower units and replenished via the supply line to their home country. In addition, division-level units should retain their separate leadership after merging. Generals put in lower-than-appropriate units would suffer negative loyalty ratings. Units should be "tied" somehow to their parent HQ and suffer an organization/ supply/ leadership hit if they are too far away or cannot trace a supply line to their HQ. Only Army and/or Army Group HQ's would have to trace supply to their home territory.
13. Either combat needs to be made more interactive, or the AI re-worked so that the results are more realistic. For example, the weakest unit getting attacked first, based on the leadership skills of the opposing generals. When it's organization/ strength gets below a certain level, a breakthrough may occur. Or in air battles, only the fighters intercept enemy planes, while the ground attack planes ignore them (if the friendly fighters aren't defeated, of course.) There should be massive damage on capital ships if they are attacked by torpedo planes or submarines and they get hit (I can't think of too many senarios where a torpedo causes 1% damage to a Battleship.)

These ideas may not have been worth two cents, but maybe someone can work with them. :)
 

Norgesvenn

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More random events

I've been delving into my history books again, and been looking at what kind of random events we might add.

I've outlined a few, and there are more to come:

  • Random event suggestions:

    Event: Communist party suggests “Popular Front”
    Desc: In the aftermath of the Great Depression several European countries experienced a re-alignment among the left, where the Communists and radical left worked together with liberal centrists and the Labour parties.
    Trigger: Government = RS
    Choice A: That’s a good idea
    Effects: Dissent = -3
    Alignment Comintern = +10
    Alignment Democracy = +5
    Choice B: Communists in the government? Never!
    Alignment Democracy = +5
    Alignment Axis = +5

    Event: Transport strike
    Desc: Railway workers and truck drivers often fought for improving their wages. A major transport strike had a devastating effect on the production of a country.
    Trigger: Democratic rule
    Effects:
    Coal= - 50
    Steel= -50
    Rubber=-50
    Oil= -50
    Dissent= +5 (to simulate the discontent with the government’s handling of labour conflicts)
 

sbrengard

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Expanding unitnames.csv

Original posted in HOI Discussions:

unitnames.csv is great, but needs expanding, using either the same file, or breaking the file into several files.

Currently the file is used to give capitol ship their names.

It can be moded to give infantry divisions their names:

GER;INF;1. Infanterie Division
GER;INF;2. Infanterie Division

and so on ... but why stop there?

We could do other Division names:

GER;MEC;1. Panzergrenadier Division
GER;MOT;1. Motorisierte Division
GER;CAV;1. Kavallerie Division
GER;MIL;1. Volksgrenadier Division
GER;MTN;1. Gebirgsjäger Division
GER;ARM;1. Panzer Division
GER;ABN;1. Fallschirmjäger Division
GER;MAR;1. Marine Infanterie Division

Amry and Corps Names:

GER;CORPS;XX. Armeekorps
GER;ARMY;I. Armee

Airforces:

GER;FTR;I./234. Jagdeschwader
GER;FTR;II./234. Jagdeschwader
GER;FTR;III./234. Jagdeschwader

Ranks:

GER;ARMY_RANK0;Generalfeldmarschall
GER;ARMY_RANK1;Generaloberst
GER;ARMY_RANK2;Generalleutnant
GER;ARMY_RANK3;Generalmajor
GER;NAVY_RANK0;Grossadmiral
GER;NAVY_RANK1;Admiral
GER;NAVY_RANK2;Vizeadmiral
GER;NAVY_RANK3;Konteradmiral
 

unmerged(681)

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Some thoughts for improving the AI (i believe they are possible to implement) mainly focusing on making the Germany sceanario much more difficult.

a. If Germany fails to accept the Ribbentrop pact (most players suggest you ignore it, as there is limited penalty), the chance of USSR attacking germany should be VERY high. Also the general "trust" in Germany and willingness to go into alliances, etc. should be WAY lower (or impossible).

b. If Germany opens a front (e.g. France or USSR) the AI should react with a high possibility of entering the war - especially after the fall of Poland, Chezhs and others. I believe this was the main fear of Germany, but it's not really reflected in the game. Also, if Germany moves most of it forces away from the France border, you could let the French hit first.

Other reaction schemes could be made; I think there should be more "events" in place - especially if the game turns different than the historical events.

ad a) Playing as USSR germany attached me right after going after Poland; they dident survive this, but France stayed completly passive all they way through my annex of Germany and Italy.
 

oda3333

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A suggestion about china

My suggestion is to add a event,it happens when communist china annexs nationalist china.
and the event is simple,just let communist china has all manpower that in the manpowerpool of nationalist china at that time. (or just give she a big amount of manpower is good enough)
Because if communist china win the war in china,chinese people will surport she as they surport nationalist china.
And if there is not such an event,communist china will be in a serious manpower shortage even she controls all china,it is completely not real.
 

Vynd

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This thread is getting enormous! But here goes...

  • Certain historical events should not trigger if the game has already reached a non-historical state. The big ones I have noticed is that the USSR should be much less likely to assert its claims in Finland and cause the Winter War if it is already fighting the Axis! The German demands on the Czechs and the Poles should also be turned off or made less likely if Germany is at war with an alliance. The whole Guaranteeing of Poland should probably not happen or be modified if the Allies are already at war with Germany.
  • You should not be able to tell how many enemy units are in a province just by looking at the number next to their stack. There should either be no number, or it should be an estimate.
  • Enemy submarines shouldn't be visible unless you have ships in the same sea zone as them. Ideally, you wouldn't necessarily see them even then, and if you can't see them they should have the option of not attacking. Bombing submarines should either be impossible or not very effective at all.
  • On top of all of the other things said about the deployment system, I add that it shouldn't be possible to deploy new units into areas separated from your capital by the ocean.
 
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Originally posted by Vynd

[*]You should not be able to tell how many enemy units are in a province just by looking at the number next to their stack. There should either be no number, or it should be an estimate.

I like that idea. An extreme-FOW option would be neat. It'd be very useful for multiplayer.

[*]Enemy submarines shouldn't be visible unless you have ships in the same sea zone as them. Ideally, you wouldn't necessarily see them even then, and if you can't see them they should have the option of not attacking. Bombing submarines should either be impossible or not very effective at all.

Naval combat is screwed in this game. Everytime you enter a sea province there's a battle. Where's the chance to avoid the enemy? Where's the order to avoid the enemy or be selective about your targets? I want my subs to take out convoys but stay away from any combat ships. German U-Boats didn't come steaming out of France and head straight for the nearest allied fleet. They would try to slip out into the Atlantic.

Detection can increase with tech, but up until 1941, roughly, it should be very hard to find those subs.
 

Steel

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This thread is getting enormous!

It's only half the size of the EU3 wish list ;)

I agree with the points you make, but for the "number of enemy units adjacent" I'd just add that I think the ideal solution should be a coloured number based on Intel/Counter-Intel Ops. Basically it could show a "best guess" number of divisions in red if you have no real indication of enemy numbers, an "estimate" number in yellow if you have some intel on it and an "Intel report" number in green if you had pretty good radio intercepts, recon etc.

Have a nice weekend and happy gaming to all :D Just gotta love this game :cool:
 

Peter Ebbesen

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Cutting down on micromanagement

If there is one thing that can be a killer in HOI it is not the bugs or the AI, because they will be fixed and upgraded, respectively, it is unnecessary micromanagement. So without any further ado, let's take a look at a few common issues and possible solutions.

Issue: Why does that damn scrolldown list of units keep resetting to the top, whenever I have made a change in the middle of the list?
Sheer perversity. If I'm changing something in the middle of the list, it is likely that my next action on the same list (if I have any further actions) will be in approximately the same place of the list rather on the top given how the list is sorted. Forcing the user to scroll down ten times to deploy ten divisions because he ordered some aircraft after the divisions entered the force pool, rather than maintaining the current focus of the list (allowing him to deploy the ten divisions without scrolling more than once) serves no good purpose for the user.

Solution: Maintain focus on the list


Issue: I just repaired 20 submarines from the same fleet (1 click to order) and have to click 60 times to return them to their fleet! (or 40 times to return them to the province they were sent to be repaired from.
A unit in the force pool has one button denoting the province it was removed from, which is used when tracking which provinces it can be placed in when deployed. Add a new button to the right of this that deploys a unit to the province it was taken from. Let this button only be shown when the province is still controlled.

Yes, that's right. That just killed half the button clicks when repairing ships or upgrading armour.

One might even suggest a further small button (there is plenty of room on that line), that deploys a unit to the army/navy it came from where appliccable (formation still exists and is in a location this unit would be deployable to): This would allow you to return repaired and upgraded units to their formation with one click rather than two or three. Incredibly useful for those with many divisions.

Solution: Add buttons. (Ouch interface redesign, even relatively trivial, is never nice)

Issue: HOI didn't implement one of the hotly desired issues from EU1&2, namely the ability to actually order something done via the ledger
You can still use the ledger to get very good and useful information, and you still need to go and hunt down the correct army or province by hand afterwards. Where is the nifty round button by the province-lists denoting "zap to this province on the map" or on the army lists "zap to this army on the map"?

Why, as the USSR, do I need to check literally hundreds of provinces by hand on the map to see which I should upgrade, when the ledger has the ability to show all sorts of useful information? One of the most mind-numbing time-consuming actions is going thorugh all the provinces to see which you want to upgrade IC in, but the ledger already has the ability to sort your controlled provinces by IC. A little round button to begin upgrading IC next to a province on the list, or even just clicking on the IC entry for the province in the list would make this so much less time-consuming. List, sort by IC, lowest first, and click on those you want to upgrade. You could even use two different shades of gray in the list to distinguish between provinces currently upgrading and those not currently upgrading.

Issue: Strategic redeployment, time
A nasty issue and several possible solutions to the "Manchuria to Austria" in three days solution have already been proposed. Perhaps, as awful as it would be, I'd actually have to encourage more micromanagement by suggesting a maximum redeployment range of 1,000km (from centrepoint to centrepoint of provinces) (figure taken at random), or having an ETA after a deployment order was given based on distance (with the unit returning being reset in the void if the province was lost before arrival)

Issue: Strategic redeployment, army level
The ability to strategically redeploy as an army rather than as individual divisions is sorely missed. To redeploy a 12 unit army I need at least 24 clicks to put them in the force pool, 24 clicks to put them back on the map, and dragging a selection box and merging to reform the 12 unit army again. (Or having deployed the first unit, I can try finding it again in a list of ALL the armies the other units could possibly be attached to - this can be a very long list given the continent-spanning warfare of HOI, and deploy the remaining 11 units one by one).

It would be very nice to have a button to redeploy all (like the reinforce all button) that redeployed the entire army. It would then be put in the deployment pool with the same icon as the one shown on the map and with the army name and could then only be deployed as an army from the pool. Hovering the cursor over the army in the pool would give a breakdown of units.

Yes, this is a major change to the core functionality of the redeployment pool, but it is a sorely missed one given the number of divisions the player is expected to handle simultaneously when playing a major.

Issue: Rebasing of aircraft
The creation of sufficient landing strips and storage facilities should perhaps not be instantaneous. A possible solution would be to reset organisation to 0 following rebasing, and not allow planes to take off unless they had, say, 15% organisation. (And perhaps give planes a downtime of a number of hours at 0% immediately following a rebasing?)

Issue: "Finish" the event command system
HOI is supposed to be a finished product. We paid for it, and all that usual stuff :D And given that, it looks rather unprofessional when several actions in the scripted events do nothing at all but have a remark "#TODO_add the commands and system#". Yes, I'm perfectly aware of how publishing deadlines can wreak havoc on development and how the important thing is to get something that works on the shelves, but it does look rather rushed and sloppy. Whether the intention is to add the functionality in a later patch or whether the current state is deemed good enough, a finished product shouldn't include "TODO"s where the customer can read them - much better to leave them out and tell the customer that it is an enhancement if it is finally added :D

(TODO's internally in the code where nobody notices is a different issue :))

Issue: cf. Manual, Neutral vs. Neutral: If the aggressor is a minor power, there will be no global political repercussions.
Boy, is this true. Unfortunately. And there won't be any local repercussions either. Nobody gives a flying fuck that Nationalist China conquers every Neutral nation westwards up to and including Austria and Czechoslovakia. And Japan, the Phillipines, Mexico, and central America. Majors neither protect their puppet states nor their political nor geo-strategic interests.

Given that HOI is a game of "Global Conquest" where players are allowed to "Completely manage the country of their choice" in which you can "launch devastating offensives, form alliances, research new technology, hire and fire diplomats" and that "the options are nearly limitless" (it is written in the manual so it must be true :D) this is a major letdown, though it is almost certainly be design.

Please make them care.
 

Kevin Mc Carthy

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Too Much Flexability in the Economy

The player/AI has total control of his economy to include allocation of 100% of his ICs on a day by day basis. Monday could be research day, Tues Supply day, Wed. is build ships, Thur is build air units, etc. Massive realignments of an economy do not occur quickly or without pain. There needs to be some limitation that approaches reality.

Perhaps +/- 1%, or 1 IC (if less than 100), on any given slider in a day? week?

Also, it really cracks me up to hear plays devoting 95% plus to research--engineers and scientists are not created overnight from taxi drivers and steel workers. This is why some folks are getting VTOLs in '43.

Maybe there should be a cap based on college education % on what each country can devote to research. Over the '36-'48 period I doubt any nation significantly increased their pool of engineers and scientists .