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The_Phoenix

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krche

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Nope. I want the rest of the world covered with the small provinces like they have in Europe. I'm tired of having to subject my corps HQ's to frontline fire, that is NOT their job.

:)

Ideally the map should be subdivided into very small provinces (i.e. 10km x 10km or whatever it is physically possible to occupy with a division) and then have the units have zones of control so that they do not need to physically pass through an area to "occupy" it. But this combined with heavier terrain penalties would probably allow for more accurate modelling of avenues of attack and the risk/opportunity of trying to break through difficult terrain in order to circumvent the main blocking positions. The zones of control could then act as a sort of combat modifier too, where the defender only defends with a relatively low efficiency for the first hours if the combat is occuring at the fringes of its zone of control. If the attacker is fast enough it can then even break through the zone of control and then proceed with teh break through (even though the supply line would be cut off if the defenders zone of control is not negated by a garrison force strong enough to resist the defenders zone of cotrol).

And yes, know you can tell me that it is impossible, or too complicated to manage or already abstracted.. but I for one would like a "fluid" map rather than the current province based map.
 

unmerged(78752)

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I have not read through the 24 pages of this thread, so forgive me if any of this has already been said.
I would like the following:
1) Invasions to be totally overhauled. I hate the way one can just gather some units in a port, pick them up and land them somewhere. I would much rather this be handled in the same sort of way as a tech advance - the player assigns the relevant units and commander / ships etc to the invasion 'research' and has to assign a target area. Depending on the size of the invasion, this will take (eg) a month of planning and then he can launch his invasion. The troops etc must be gathered in a certain location throughout and cannot move / fight - this represents them getting training / equipment issue etc. The enemy can use his spies to try and get wind of what's going on, and the invading player can try and launch counter-espionage to fool the enemy as to the location the invasion will fall etc.
Perhaps one would have to 'research' and launch an (eg) one division invasion before being allowed to go to a 3 - 9 division invasion.
2) the tech advances should be 'slightly' randomised, I feel. If (eg) the Germans and the British both develop a given advance, there should be a chance that the break through one makes is slightly more useful than the one the other makes. This would essentially mean there is a chance of a random event every time a military tech advance is achieved - maybe a 5% chance that the weapon system developed is 'exceptional' (in which case it is slightly better than one would expect) and a 5% chance it is 'disappointing' - in which case the opposite applies.
3) rebasing of aircraft really needs an overhaul. Currently, one can fly them across Europe and they are ready to go. They should take WEEKS to re-establish themselves once arrived at a new base - the planes themselves might get there quickly, but none of their supporting units / technicians etc will. They should basically become newly built aircraft as soon as they arrive at a new base and the player will have to wait for them to sort themselves out before they are any good.
4) changing the role / equipment of divisions - I think this might be possible in the supplements already, but if not, a player should be able to pull a division out of the line and re-equip it / motorise it / convert it from infantry to armour, or from infantry to parachute / marines or whatever / add or take away brigades etc. Similarly, ships should have to spend lenghty spells of time in a naval base to get the benefit of any upgrades.
 

Federkiel

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Kill_a_man71

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Production would be much better.

My idea concerns production and IC:
First IC should be divided into sub-sections. One for Tanks, one for Naval units, and Aircraft. With ships being built in specific territories and based there when completed.
There should be a slider bar (oh the slider bar...) for each one. (Naval, Land, and Air) More specifically for each type of unit.
So say for example you are playing as Germany in 1939. So you look at your production for tanks. To make it simple say that you have 100 IC for all tank production. Then say you have the following production for each type of unit.
Panzer I : 60 IC
Panzer II: 25 IC
Panzer II: 15 IC
This creates continuous production for as long as you have IC allocated to it. Your factories will produce X # of tanks each day. (Newer tanks will cost more IC to make and longer to produce. Over time the units will become cheaper and quicker to produce due to the factories become “used to” producing those types of tanks or units.) These tanks will reinforce losses during battle. If you are losing more tanks then you are producing for replacements then this is a problem! To create new divisions the production series of tanks will just accumulate over the length of time it takes to make a full division. During this time (to decrease the time it takes to make divisions) all tank production will be towards the new division. Or you could tell the game to have tank production 1:1 for new divisions which for 1 tank to reinforcements 1 tank would go to the new division. Maybe even have it as 2:1 or even 3:1. This process works for all units that aren’t a single unit (Ships). When you first order production for a new division, it should be automatically created on the map, although only in name, until it builds up to strength, although you could send it into combat no matter how few units it has.
Later in the war you would have 0 IC towards Panzers 1, 2, and 3 and more to Panthers and Panzer IV’s.
Also later after new technology you can set IC towards Tank Destroyers and SP Artillery.
The idea for this came from the idea that Tiger Tanks cost like 4 times more then Panzer 4's and that Germany would have had been more formidable if they had built more Panthers, so in this version you can cut production to units that you don't want or need. This would be effected in the new production system.
Hopefully this all makes sense…..I will post more ideas later. :happy:
 

Stargate00001

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I also have a new idea. Instead of having Leadership immediately assigned to a province and being unable to move it or produce anymore why noy be able to construct Schools/Uniersaties. You could build them just like industry or forts to a province increasing leadership. What about adding Medics as a brigade, these brigades would be a support brigade that would increase organisation of the division they are in and decrease casualties
 

Kill_a_man71

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Build Railroads! Codes! and more.

: Trade Tech and Providences
: Up-grade units. (ex. chose to upgrade light armoured divisions to standard armour so you can keep the division name, experience and leaders. The old armour go into a pool which you can sell to other nations or scrap for say a boost in armoured production for a month or something)
: End the game in 1950 or 1955
:peace negotiation that offers to cede territory or demand territory.
: Introduce other strategic resources. Iron, Coal, Copper, Oil. And production and maintenance consume some amount of these resources but less IC. (Say, for example, building a Sherman takes 1 Iron and .5 IC each. and then .25 oil for continuous upkeep. Units in the "pool" require no manpower or oil upkeep.)
: Railroads should be able to be constructed separately from infrastructure requiring IC. Railroads increase supply and reinforcement time to the minimum. They can be built over any percentage of infrastructure but if destroyed (by bombers or partisans) and then needs to be rebuild, not repaired. Sometimes do to lack of railroads supplies and reinforcements get delayed.
: Codes. I saw someone post this idea and I loved it. Codes and intel gathered remain on the map even if it is inaccurate such as enemy airfields, divisions, and naval bases.
: Broken codes. Can see where units that communicate with codes that you have broken. See where the HQ is stationed and the division receiving orders is located. Every time you order units to move the game simulates as if the orders are coming through the HQ. Or you can see the individual unit's current orders along with basic info such as name of division and commander and what HQ it is based under.
: Have a division history in that # killed in battle or # of enemies killed or # of enemy tanks destroyed. To see what division is the most "successful". Maybe also have # of battles won or lost, like a list with battles it participated in with a W or a L next to it and you can click on those battles to see the stats.
: Have planes represented not as individual units but as squadrons of 10 or some # of aircraft. These units are represented by a icon on the map. Same goes with Uboats with floatillas of 5 subs. They would patrol the ocean in the selected ocean territory induvidually and would have a chance based on some % to come to the aid of another sub while attacking a convoy or other ships.
: Have sea convoys represented on the map. Can gain intel on routes to increase intercept and sinkings.
 

son of liberty

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What do I want? HOI3's map, AoD's economics and province improvements, with DH's everything else. There are features from another game I would like to see, but I am not sure I can mention that game since it has never been released.
 

samizdat

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Many, many outstanding sugegstions already, so just a tiny one: I'd like to be able to sort the tech and production schedules with a single click that orders them in terms of finish dates.

And on the top right thingy, that lists all types of combat and your units, etc, it would be great to be able to order how the units are listed so you're not frantically looking for a specific unit.
 

1alexey

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I also have a new idea. Instead of having Leadership immediately assigned to a province and being unable to move it or produce anymore why noy be able to construct Schools/Uniersaties.
The problem is, you need to learn about 4+2-3+3=9-10 years to be able to develop something. Game lasts 12 years. Go figure.
 

son of liberty

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The problem is, you need to learn about 4+2-3+3=9-10 years to be able to develop something. Game lasts 12 years. Go figure.
I am confused by your math. 4+2=6, 6-3=3, 3+3=6 not 9 or 10. Go figure.
 

son of liberty

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And how exactly did you came to conclusion that 2-3 is 2 minus 3 and 9-10 is 9 or 10?
Sure downplaying a fool is fun, just don`t get caught on such tinny errors.
Basic mathematics. It is called "order of operations" learned in second grade or something.
The order of operations, or precedence, used in mathematics and many programming languages is expressed here:[citation needed]

terms inside parentheses or brackets
exponents and roots
multiplication and division As they appear left to right

addition and subtraction As they appear left to right
That part on the other side of the equal sign could be 9-10, then it would be -1 as an answer for that side making the equation even weirder. I don't see one on my keyboard, but it looks like he needs a "not equal to" sign there.
 
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Alex_brunius

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Basic mathematics. It is called "order of operations" learned in second grade or something.
That part on the other side of the equal sign could be 9-10, then it would be -1 as an answer for that side making the equation even weirder. I don't see one on my keyboard, but it looks like he needs a "not equal to" sign there.

My bet is that they are not minuses, they are "2 to 3" years and "9 to 10" years ;)

4+2+3 = 9
4+3+3 = 10

His point was probably that building new schools/universities don't belong in the game since even if you invest in them right away the kids wouldn't be fully educated until the game is already over.
 

gunter_viezenz

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What I would like to see most is the game actually being finished when it is released not when patch 1.04 comes out 6-7 months later and than finally completed with the first expansion. Damn the internet for allowing lazy programmers/developers to finish their games months after release. Grrrrrrr.
 

nimrod123

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i would like the ability to drw over the map, like you could in CIV4, so that you know what you where planing 6 hours ago before you got distracted:)
 

Rummy

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His point was probably that building new schools/universities don't belong in the game since even if you invest in them right away the kids wouldn't be fully educated until the game is already over.

But it’s not necessarily kids your schooling. You could be sending officers with combat experience back to military academies to discuss/learn tactics, which in turn creates more ideas and/or training of your officers, and would speed up the efficiency and effectiveness of researching new doctrines. And/or a purpose built training facility able to train recruits in amphibious assault, parachuting, mountain climbing, urban combat etc.

In addition it could also be considered not so much as an actual school but instead as a research and test facility for new scientific advances.
 

Alex_brunius

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But it's not necessarily kids your schooling. You could be sending officers with combat experience back to military academies to discuss/learn tactics, which in turn creates more ideas and/or training of your officers, and would speed up the efficiency and effectiveness of researching new doctrines.
But that is already included in the game since raising your practical value through land/air/naval combat significantly speeds up doctrine research in the relevant branch.

And as you point out yourself it would then be called military academies, not schools/universities :)

Test facilities also already exists as buildings and they do speed up/unlock research in their relevant fields.
 
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