Features I would not like to see in HoI4...

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Mr_B0narpte

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All of the below is from my experience with Arsenal of Democracy (effectively an expansion of HoI2). I don't know how Hearts of Iron III handled any of this, if at all (there's so much I decided to categorise it):

Logistics
* For distance from the capital to the province to be insignificant in regards to supply consumption and ESE (i.e. Gibraltar and Colombo have virtually the same ESE, even though Colombo is 7,000km further away from London than Gibraltar)
* For there to be very little logistical difficulty in sending over large armies overseas (i.e. German sending 30 panzer divisions to North Africa, perhaps more, not even sure if there is a limit)
* The cost of supplies being the same regardless how far away the unit is from the capital/supply stockpile (no more 'beaming' of supplies straight from the capital/stockpile to the units)
* Not being able to see the true ESE of naval and air units (for both types, their ESE is always shown as 100% [unless the TC is in the red ofc], when in reality it varies)

Tactics and naval combat
* The use of open negotiations to effectively circumvent a naval blockade of a country
* Being able to gain free manpower from trading units (particularly naval units)
* Occupied provinces having exactly the same revolt risk all across the world (i.e German occupied France having the same revolt risk as occupied Yugoslavia, Greece, USSR etc)
* Surface raiders and submarines not being able to work together when convoy raiding (i.e. the submarines spot a heavily escorted convoy so they don't attack, but the surface raiders can't even find the convoy in the first place)
* Being able to deploy an airfield/naval base/coastal fort/land fort/material plans etc anywhere (it should be province specific from the start, how an earth can a country keep a synthetic plant in its force pool?! - Germany didn't built the [far from completed] Atlantic wall in a day!)
* For capital, or perhaps any, type of ship being able to move from coastal port to coastal port without even touching a drop of the ocean (i.e. Ghent->Dunkirk->Calais->Dieppe etc - i.e. the Scharnhorst and Gneisenau didn't, and couldn't do that!)
* For ships to be able to, bizarrely, move from straight from Liverpool to Sheffield and vice versa without even having to go into the ocean

Land and air combat
* Players being able to strategically redeploy units that are clearly going to be encircled (all they need to do is move a unit away from the front line, and then poof! They can send that unit to any province they control)
* The victory or valhalla option (fighting to the death) coming at little cost in dissent
* Only being able to use the scorched earth tactic when forced to retreat (i.e. a player should be able to use it whenever they want to)
* Paratroopers blocking a retreat of a unit to a province that's still in battle (i.e. Germans retreat from Potsdam to Berlin, USA paradrops Berlin - those retreating units instantly perish upon arrival)
* For tactical bombers to have the same maritime bombing ability as naval bombers (CAS[dive bombers] were much better then TAC - did TAC ever even play a significant role in a naval campaign? AFAIK it didn't)

Diplomacy and politics
* Authoritarian regimes having a significant advantage over democracies when it comes to secret intelligence - history showed otherwise, or at least showed that the regime itself did not really affect it, more the policies it put in place were the significant factors
* The complete destruction of air units once combat is initiated over a province they have military access to, but are not allied (i.e. US fighters intercepting Germans over Soviet territory)
* The AI, once it's neutrality is low enough, to favour an alliance with any of the main three alliances (or any country that offers it), regardless of the political ideologies/ historical amenities etc (i.e. no more AI democratic USA wanting to join the Axis)

Multiplayer
* The game itself not being able to handle online play without the help of Game Ranger/Hamachi etc
* The (secret) intelligence system to lag, even crash, multiplayer games
* The game crashing for no reason!

... If I can think of more, I'll post them! Have others encountered this, or something else you feel needs to be pointed out?
 
Last edited:

Xaioxaiofan

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Multiplayer
* The game itself not being able to handle online play without the help of Game Ranger/Hamachi etc
* The (secret) intelligence system to lag, even crash, multiplayer games
* The game crashing for no reason!
These three are (mostly) fixed in EU4, HOI4 looks like it will be using steam multiplayer too.
 

Enzo

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* Paratroopers blocking a retreat of a unit to a province that's still in battle (i.e. Germans retreat from Potsdam to Berlin, USA paradrops Berlin - those retreating units instantly perish upon arrival)
this one would be very very appreciated
 

Big Nev

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...Paratroopers blocking a retreat of a unit to a province that's still in battle (i.e. Germans retreat from Potsdam to Berlin, USA paradrops Berlin - those retreating units instantly perish upon arrival...

As has been pointed out previously, HoI III is very different to HoI II and most of the OPs issues have been dealt with. This one, in particular, is dealt with by the 10+ day delay for parra' drops introduced in TFH. It dosen't stop the player from doing this, but the player must at leaast plan ahead in order to be able to do this.

I would like to see parra's "nerfed" even more though. In particualr I'd like to see their target provinces cause serious problems depending upon terrain. Dropping in mountains, woods, forrest, swamp and especially urban should cause severe casualties and additional Org' loss.
 

Enzo

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the problem is not with the delay I think but more with the fact that a single para brigade can retain from moving a full division, corps or whatever is retreating, and as such forcing them to fight against the unit they were in retreat.
 

Mr_B0narpte

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I'm glad to hear HoI3 resolved most of the issues I've mentioned!
 

Beagá

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Actually all countries had quite good counter-intelligence INSIDE their borders, and awful intelligence gathering INSIDE enemy borders. Most inteliigence gathering the allies accomplished was in enemy occupied territory, not Germany itself; which is why they really didn´t expect all the rocket and jet engine development Germany had, nor had any idea of troop deployments before the Ardennes offensive or Market Garden. So don´t overrate allied intelligence. It was good, but not perfect. Also, unlike Germany which occupied huge swaths of territory and thus was overextended regarding intelligence personnel, the allies didn´t have such issues. That is, they could focus better.

That said, did Japan or Germany actually break any allied code during the war?
 

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That said, did Japan or Germany actually break any allied code during the war?

German naval intelligence had partially broken British communications relating to their merchant convoys. It wasn't complete, but it did provide some assistance in hunting down convoys. I'm not sure if this partial code-breaking was in place for the entire war, though.
 

Alex_brunius

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As has been pointed out previously, HoI III is very different to HoI II and most of the OPs issues have been dealt with. This one, in particular, is dealt with by the 10+ day delay for parra' drops introduced in TFH. It dosen't stop the player from doing this, but the player must at leaast plan ahead in order to be able to do this.

There is no 10+ delay for para drops in TFH. My paras are never delayed more then 24 hours in HoI3 if they and their planes have full org.

And the bug very much still exists. Enemy paras attacking Berlin WILL prevent all movements into Berlin since the gamelogic states an enemy unit is present. This includes both retreats towards Berlin and reinforcement moves into Berlin.

In fact HoI3 actually made this bug worse, since now also retreating units are consider to still be in the province they are retreating away from, thus preventing any new movement orders into it (the initial attack move that made them retreat still is valid).
 

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There is no 10+ delay for para drops in TFH. My paras are never delayed more then 24 hours in HoI3 if they and their planes have full org.

You are right, but in fairness to the poster, some other blocks to PARA use were put in place that make it a we bit harder to spam.

In particular, the requirement for PARA to be at 95% ORG ensures that you can't drop instantly after basically participating in any combat.

Better, but not best.
 

Ivir Baggins

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That said, did Japan or Germany actually break any allied code during the war?

The Italians intercepted and broke quite a lot of British communication in the early war period.

And apart from the convoy timetables, the Italians had better code security than the Germans, mainly because one-time pads are a lot more secure than Enigma was.