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unmerged(192977)

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HOI3 is a good game, but i actually still like HOI1 better (HOI2 i decided not to play after a quick look at the tech tree so i can't compare to it). there are some interesting new things in HOI3 but unfortunately they don't quite work. so i think HOI4 might be a great game again, if those issues get fixed (and hopefully no new features with similar troubles are added).

some things might be done with patches/mods/expansions, but i doubt those will be enough. therefore my hope lies with HOI4. i made this list during my last game, it's in order of priority. this is based on v1.3 [and updated after one game with v1.4 as brazil]

1. game speed:
i think the speed issues are known. the interface lag is the most important fun-killing factor in my oppinion, altough its not that obvious. clicking through your units should be instant. [v1.4: game became very slow again when the big wars started. even after bitter peace cycling through the interface was very slow. i don't know if it improved, but it's not good enough in my oppinion.]

2. army leaders
2.a. a possibility to create skill 0 leaders (and name them myself)
2.b. it would be nice if small countries, that have only a few leaders would get additional ones with traits (skill can be low) if their army size increases.

2.c. in HOI3 i can change rank with skill/exp staying the same. that disappointed me alot, i liked the HOI1 system for promotions much better.
2.d. impact of high ranked leaders (like theater commandant) traits is too low. maybe the divisor should be 2/4/6/8 instead of 2/4/8/16 or even lower.
2.e. lower start skills and faster exp gain. the famous WW2 leaders likely didn't start with skill 5, they got there. [v1.4: faster exp gain was implemented, didn't test enough to say if it's to my liking now]

2.f. a chance to gain traits if i do correlating things (a leader who is fighting with a combined arms corps for 3 years should be likely to gain that trait, a leader who is winning a one year siege battle to a fortress should be likely to get a fortress buster trait). maybe an option to play the game either with historical leaders or with a more open approach as described here.

2.g. overall i liked the HOI1 traits better (except commando, that's great now)
2.h. an easy way to find a certain leader (i can look in the statistics but i cannot click it there)
2.i. a possiblity to delete leaders - "set them off duty" (low priority since it can be easily modded)
2.j. the HOI1 csv format for game files was much easier to mod in large scales because it could be done in excel.

2.k. in the list of commanders, all should be shown (and those alreay assgined listed with their unit - clickable)
2.l. an easy way to find all units that have no commander assigned

3. map:
3.a. i find river crossing penalties in many places altough i don't see a river. this makes planning impossible and should be fixed. the map as shown must match the combat values.

3.b. the map is too detailed. strategic points become meaningless because you can just go around them. it's impossible to protect a line of defense or shore. the attacker will just focus on a province and break through. this may be realistic, but i think it makes the game less interesting. HOI1 had some really though spots to get through, i didn't notice that in hoi3.

3.c. the high number of provinces doesn't really add anything to the game, its just more work and i assume its one reason why the game is so slow. i realize software developers don't take steps back (even if the new feature makes no sense), they usually just try to fix stuff or make it acceptable. so my suggestion is to make the game playable at region / corps level (with only those being displayed!) if players want to and let the AI take over the exact distribution of divisions among provinces.

3.d. panama channel should be closed unless you (or your allies) own panama as is the case with gibraltar [v1.4: didn't test, supposedly these things work better now]

4. stacking penalty:
this has been an issue since it was introduced with the later HOI1 patches and i'm surprised its still not fixed (maybe that leaves little hope for the rest as well).

4.a. land units
at the moment the best way to conquer heavily guarded provinces is to simply attack them. i won 40 brigades vs 200 in london simply because the stacking penalty made them unable to fight, same happened with venezuelas capital 16 vs 120. the fix is actually obvious: reserve units should not count for the stacking penalty. altough i think the combat width system removes the need for an artificial big stack balance (stacking penalty). maybe a penalty if units that don't belong to the same corps/army fight together would make sense.

4.b. sea units / balancing
i admit i don't understand the details of positioning but at the moment adding small ships to a fleet of capital ships adds -2% for everything is therefore mathematically not worth it. considering the cost relation between BB and small ships the only reason i see to add any of them is sub defense. suggested fixes: small ships should be much cheaper or large ships more expensive (as i think was in hoi1) and again i don't see the need for a stacking penalty at all. let it be handled by the maximum number of ships an admiral can command. or at least reduce stacking penalty for small ships (to 1%) - they are faster and much more flexible. [v1.4: sea balancing has been improved, but this basic problem still remains]

4.c. planes
i wonder why ****-air marshals can command 16 planes when it makes no sense at all to use such big stacks. its not a problem but its sad that i usually only need *-air leaders because i don't use larger plane stacks anyways.

5. supply and logistics:
i like the new supply system, if only it would work well.

5.a. since supply has become a serious issue i need to be able to take better control of it. i want to be able to change supply routes (keep them out of dangerous provinces). i want to be able to plan ahead and pile supplies where i know i will need them later. if the current system of a central supply depot per area is kept i want to choose where it is. i suggest an option for each province to choose where supplies are moved from there (a slider for each adjacent province). and a possiblity to reset those sliders to AI control for a lager number of provinces at once (either group them by assigning a number or draw a rectangle).

5.b. bugs: once in china when the central supply depot changed to a new province all my units run out of supply for a while until the supplies have been moved to the new depot (90.000 supplies simply vanished and about 1-2 weeks later reappeared in the new province). sometimes i get an out of supply penalty in combat even though my province has sufficient supplies. i assume this has something to do with supply being only calculated daily(?). not mentioning issues that are all over the boards like supply through puppet states.

5.c. in general i am out of supply too often without knowing why. often this occurs after a landing and exists for exactly one day even though there are supplies in the province (probably a bug).

5.d. players should be taken to the unit's supply base when clicking the unit's supply base

6. techs:
i love the HOI3 tech system, but since this is one of the most important aspects for me i list even small wishes.

6.a. when i click on a tech that is currently researched the game switches to the page where this tech is shown. that tech should also be highlighted so i can find it instantly. this would also make it alot easier for newbies (and therefore reducing one of the main problems with HOI in general). likewise, when i click on a tech in one of the tables i would like to see how it takes until it is finished, or it should be highlighted in the list of currently researched techs.

6.b. a tooltip that shows the estimated time when research would be finished would be nice (before i start researching it)

6.c. i would prefer if i was less dependent on when a tech was researched in reality. i liked the HOI1 system better. if artificial barriers (like the date influence) is kept it should have less impact. with the current system i would prefer if "old" techs could be researched faster (example: in 1940 a 1945 tech is slower, so a 1935 tech should be faster).

6.d. i think it was much harder to get nuclear weapons in HOI 1 and i liked that better. other secret techs should be harder too, and in return also better.

7. army management:
7.a. an easy way to reorganise the army (drag and drop in the outliner?)
7.b. an easy way to reorganise and select units in a stack
7.c. a possibility to give a corps a move/attack command (that is followed by all units belonging to it) without activating the AI

8. AI:
improvements of enemy AI is always welcome, i won't go into details here, but one example: in my last game portugal had 2 of its core provinces a bit south of lissabon occupied by UK and didn't take them back altough for over 4 years: the provinces were empty, UK was defeated, portugal was surrounded by its allies and had many units nearby that did nothing and were not needed.

what i'd like to see for the player supporting AI:
- army structure: even if i put part of my army under AI control it would be nice to be able to exclude some units farther down the tree.

- commands: when i tell the AI at corps level to conquer a certain province it should not run back to the center of my controlled provinces to fight some partisans. that might be someting to worry about for a theatre that gets AI control, but not for a corps. a anti-partisan stance would be nice, so the units does nothing except to move to and fight partisans.

- production: i would prefer a slider for the production that sets everything at needed lvl except supplies. at the moment when the needed IC is much higher the AI production always puts some resources to supply (putting other things below needed lvl) no matter what i do, and no matter how many supplies i have in stock.

- technologie: an AI like in the production menu that always leaves tech research at the needed value and puts the rest elsewhere (usually officers) but does not take any decisions.

- trade: auto-decline trade requests for certain goods. being able to influence if resources are converted (energy to oil, oil to fuel) or not - a slider would be best like production.

- possibility to turn on automatic leaders for AI controlled units only.
- possibility to restrict AI to certain areas. in my last game set AI to blitz moskov and they send some units to defend miami...

- separate pause and continue buttons (not really an AI issue but doesn't fit anywhere else)

9. events:
this is going to be the last entry because after i encountered the following event i stopped playing:
i (japan) had conquered most of soviet union (SU), germany had some parts and moskov. then the event "let us just keep what we still have" happened. everything that SU still had became german, including some provinces that were under my control. i lost almost everything between moskov and japan, those provinces became SU again. i deleted the event and reloaded and this time SU was annexed as usual and everything between moskov and japan belonged to me. somewhere i read that events became more flexible than in the older games to make more sense. this one certainly certainly needs some work.

so instead of adding lots of new stuff i'd like to see some existing issues fixed and improved. that would do the game much more good.

[edit: edit some points that i forgot to mention here and was reminded by wangdus post below]
 
Last edited:

Fred Renvoyer

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Add the ability for paratroops to be dropped not only on ennemy territories, but on friendly territories too, in order to reinforce units involved in a battle.

(Ex : like Salerno, Italy, 1943)
 

unmerged(148646)

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Good points! The idea about easy army mangement would be a god send! Sometimes I find it too time consuming, and therefore just click 'automatic deployment'.

Its true, small countries get too few Generals, and the ones they get suck, for example Poland, they dont have enough Generals, and the ones they have arent very good... so its pointless. A system should be in place where Generals are generated, some with a given trait, and others that have to earn traits and skill through battles and wars. Additionally, smaller countries should be given more IC and manpower etc, since its very hard for them to catch up, or even stay level with the bigger powers!

I would add that military management should be split into 3, Army, Navy, and Air Force. This I believe would make planning and execution much easier, and would also allow you, for example, to control the army, whilst the AI handles the air force to support you.

The tech system is good, but I would personally prefer more freedom and replay ability. If you play Germany, most players will always research armour, and churn out the same units etc. It would be cool if we researched say weapons for tanks, and then be able to design/develop or invent our own new tanks, which could lead to a dead end in the development tree, or lead you onto new and better things! :)
 

unmerged(192977)

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Additionally, smaller countries should be given more IC and manpower etc
well, small countries are small countries. but if they somehow manage to get a large army and play a more important role than historically they should get the leaders that they would have had.

in HOI1 i played Austria, refused the anschluss, conquered yugoslavia and hungary and more, and it sucked having to mod the leaders to make this sensefully. i didn't try in HOI3 but i assume it would be similar.
 

josete

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I would suggest to include more OOB to reach battalion level. I remember a game i had when i was a kid where you could get into very detailed battle management, good for scenarios like for example Stalingrad.
 

unmerged(193195)

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I agree with most of the points.

It is true, relative IC cost for ships should be revised. But I would not say that small ships should be cheaper. To the contrary, it is large ships taht are way too cheap when compared to escorts. A BB cannot in any way just cost double a DD, especially in a historical period when small ships were really little more than tin cans. Navies shall be much smaller, reflecting the luxury of having one at all!

I would add a cheap signals brigade intended primarily to be attached to HQ units, or add technology to increase HQ radio range.

Brigade manning (i.e. the number of man who make them up) should be historically adjusted to each country - at least the majors. This would reflect doctrinal aspects as well as general social factors (eg average level of education for NCOs and junior officers, etc.).

Ah, and I believe we all agree that a technology to reduce combat width of militia or partisans can really be left in the drawer, next time!
 

unmerged(138457)

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Most of these things may be in hoi3 expansion, don't you think?
this..

they did two of to the hoi2.. why shouldn't they do atleast one to this. Personally I'm not even playing this whole game before that happens.
 

Jorgen_CAB

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I would demand for a much more complex land, air and naval combat calculation system that would give us more stats to work with as well.

With computer power as we have them today there is no reason why the game could not do much more complex and realistic computation of combat.

It is pure fiction to have air units represented as sprites or icons flying around the map... an air-force do not operate like that. Simply have them stationed at an airfield and give them some mission prioritization and an area of operation. A single air group or fleet could perform many tasks at the same time.

I will not buy a HoI4 without at least a resemblance of a realistic Naval combat model. I really don't understand the reluctance to do this rather simple thing and give each ship more realistic values and the combat a real WWII simulated combat model where each ship act as they pretty much did historically. Where each ship type actually matter and where auxiliary ships and military transports and amphibious operations actually are simulated somehow.
They do have the ship icons and a bunch of values. I don't see how hard it would be to add fuel and ammunition for main guns (capitol ships at least) and torpedoes in a computer game.

Multithreaded coding and 64bit support would almost be a certain thing for HoI4 to remove all lag issues and improve supply and path-finding calculations.
 
Sep 6, 2009
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Suggestions to HOI3/HOI4---Part One

Suggestions to HOI3---Part One

Part One only talks about more convenient operations and more reality feelings.
There are no suggestions for the engine of game.I'll put Part Two on which talks about better engine of game including battle system, supply system, diplomatic system,and others like that....


One, Information setting:​

(1)****1.The launched Prompt window should has particularly high degree of transparency as which in hoi2;To make the popup window more convenient - We noticed that the popup window in HOI3 is often located in the central screen. To see actual details, such as combat in a province, one has to click the 'go to' button, drag the popup window away and check out what is going on before clicking the 'ok' button again. It would be great if the popup window stops covering the actual province detail, just as what was done in HOI2.
(2)*****2.The information settings for units should be divided into two categories.One for commissioned units,the other for uncommissioned ones;I may feel disturbed by the information "Some unit has arrived some province" which comes from a commissioned unit,but I really need the same kind of information which comes from an uncommissioned one.
(3)**3.The battle result Prompt window had better give more information,such as "some brigade was annihilated" or "some leader was killed"
(4)****4. The Prompt window should give us a warning, if a fighting brigade's soldiers have reduced to 10%;Of course you can set this kind of information to "Do not launch"
(5)**5.It seems a "bug"----player was not taken to the province after double clicking the message "some unit has arrived some province" in the lnformation Bar


Two,Showing more information on the main map,
Players hate switching maps.​


(6)*1.Remove the region map;useless;
(7)*2.Remove the terrain map;The terrain map gives no more information than the simple terrain map gives,and it is not as intuitive as the simple terrain map.
(8)*****3.Units' icons cover the names of the provinces on the main map;We can make both of them smaller, to see both of them.
(9)****4.Add “legend”:On the main map, we can see capital legend is used to mark a capital, we should also use other kinds of legends to signify IC, VP, even the four kinds of natrual resources (metal, crude, rare materials, energy),just like a real map.(the "legends" had better be the normal legends in reality)What's more, we can even use three kinds of "VP legends":a province has one to five VPs we use "low VP legend(in reality,it may be like a town legend)" to mark the province;use "mid VP legend(it may be like a city legend)" to mark province having five to ten VPs,and so on.
(10)*****5.Add Check boxs to map mode:
a.Day and night, players can check the corresponding Check box to choose if show day and night on the main map,checking make the map be darker at night //See the advantages at the end of the writings.
b.rains and snows, players can check the corresponding Check box to choose if show rains and snows on the main map.After checking, rains and snows will be showed on the corresponding provinces,of course if players want to know more weather informations they also need to switch to weather map//See the advantages at the end of the writings.
c.VP, Checking the corresponding Check box will high lighten and enlarge the VP legend mentioned before.
d.Economy, Checking the corresponding Check box will high lighten and enlarge the IC legend and all natual resource legends.
Remove the economy map and VP map;//
Players hate switching maps, it causes dizziness.
(11)**6.The victory point (VP)icon should be showed at the province window. The VP icon in hoi2 is a five-pointed star with the VP number in the centre.
(12)*7.In HOI2 the Weather map mode can directly show the marshes and tundras, but in HOI3 the province has to be clicked to show these information, which is not as convenient visually.


Three, Units:​


1. Names of units:
(13)*a Whenever the name of an unit is shown, the name of the greater unit it belongs to should be included; so that the player doesn't have to click the unit to see what unit it belongs to; ie. "4th Army-3rd Army Group-9th theatre has just reached Xuzhou ( a province)
(14)*****b The sequence designation of an unit should be self-defined and able to be freely changed. For example when a model division is saved, there should appear 3 spaces, ie. ( ) ( ) ( ). And the player can insert (Armored) (4th) (division); and these units, when produced will be named Armored 4th division and so on.. If the first space is left blank, and the player inserted ( ) (3rd) (division); then it should automatically be assigned a "3rd division"
The HQ of all levels should also be given the same treatment and be named within the game.
(15)***c.Players should be able to make their units they like show particular colour names or high lighten the names.There is a advice: blue,and when the unit is appointed the name shows red
2.Taskbar and statusbar:In orther to find what the units doing and what to do more conveniently and clearly, especially when Choose many units. We suggest add a taskbar and a statusbar to an unit.
(16)*****a.Taskbar:This is very like the bar in hoi2, but it only shows the unit's task,that is "What to do".We use this bar to Order units like what we do in hoi2.This bar shows not only "What to do" but also gives information like "Starting time" and "Estimated ending time", Here is something we must pay more attention, if this bar shows "Move to Beijing" Beijing is the unit's final destination.Another thing: if the unit is commissioned,the task is given by AI, in this case there is only one difference that is the bar shows green background. But we remain the commission-bar.
(17)*****b. Statusbar:It shows "What is the unit doing now" and also gives the information "Estimated ending time".The difference is, if this bar shows "Moving to Beijing" Beijing may be not the unit's final destination.And this bar may show "Moving to Beijing and fighting"
3 Choose many units:On the one hand, Much more task inforemation and status inforemation should be showed, on the other hand, Ordering one or more units should be more convenient
(18)*****a.Taskbars and statusbars should be showed.Unit's speed and location and the number in the bing card should be showed
(19)*****b.When Choose many units, the ordering operation is more convenient in hoi2.Because Players can order some units among all choosed. We do not have to click the unit and then order it.So we like the hoi2's ordering operation.Here, we can use the taskbar mentioned above to do what we do in hoi2,when choosing many units.
For example, I choose 9 units, I order unit1 to attack A province, order unit2 to attack B province, seeing unit3, unit4,unit5 are attacking C province,order unit6 to attack D not C province...

(20)**c. Creat a box, drag some units in the box, then order them together;//not very necessary.

4.Distance of commanding:

(21)****a. Choose a HQ,and then its units are high lighten, but this is not obvious enough.The HQ should be connected to its units with lines.Red line are used to connect the ultra-distance units,green lines connect the ones in the common distance;What's more maybe we can give HQ a switch used for showing these lines or not. //See the advantages at the end of the writings.
(22)****b. Add a ultra-distance commanding warning,like supplies lacking warning and units lacking warning.We can click the warning button to see which units are under ultra-distance commanding by their HQs.
(23)****c Add a button for showing all the red lines, this is just like the button for showing all units' movement in hoi2
(24)*d, When a HQ is annihilated, the units under its comand should be shown, so the player can quickly replace the HQ or produce new ones.

5 Others
(25)****a Players should be taken to the unit's supply base when clicking the unit's supply base,as being taken to the unit's location by clicking the unit's location.
(26)*****b.In the units explorer,drag a unit to a new position to change its owner;Players double click a unit's name to go to a unit in place of single click.
(27)*****c When assigning units or commanders, and going into the list of commanders, all commanders should be presented like the statistics, instead of listing only the ones not commanding anything, so that commanders can be more easily chosen and changed.
(28)**d When a brigade had lost 90% of its soldiers there should be a warning, and the warnings for no supply, no units, and this new warning should all have "click to go see" buttons.
(29)**e Inherit the Doomsday's button which will show us all my units' movement if clicked.
(30)***f Inherit the hoi2's "B+" button which is used for giving a division a brigade;

Four, Diplomacy interface​

(31)*****1.When clicking a nation in the diplomatic interface, the name of their capital city should be shown, and when the name is clicked, the screen should automatically be turned there, so the geographic location of an unfamiliar nation could be recognized faster.

(32)**2. The cabinet members of a nation should be shown in the diplomatic interface.//See the advantages at the end of the writings.


Five, Statistics list:​

(33)*1, In the comparison of the military powers of a nation's allies, their ic should be shown, within the game the ic is visible.

(34)*****2, Add a table to show land battle records, like Doomsday.
Notes shows some possible additional information such as leader's death or unit's Extinction


Land battles
start at end at location we enemy Surrender capture be killed kill AorD result notes
1938.3.22 1938.3.24 Beijing 123 432 0 32 23 331 defence win Chiang Kai-shek was killed
1938.4.22 1938.4.24 beijing 1123 2342 0 223 223 1131 defence win Hideki Tojo was killed



(35)*****3,Add a fighting record list include allies, as follows:
land battle air battle marine battle changes
allies be killed kill Surrender capture lost shoot down lost shoot to sunk VP IC army navy air force
USA 233 22 23 111 11 21 23 66 11 3 233 -11 -5
France 0 0 0 0 0 0 0 0 -5 0 5 5 0



(36)*****4.In the statistics list, we can go to the unit by double clicking the unit; go to a leader by double clicking the leader; to a province,double clicking a province;like we what we do in hoi2.Double clicking a country will take us to the diplomacy interface;


------The advantages----- (38)Let players always feel that "Wow!! we are almost in the reality world!" The game have so much element like rains, snows, command distance, metals, day and night, cabinet members...It is really good. And only we need is to let us feel it all the time.This make us feel in the reality world.May be we are more likely to lose a battle. No doult,It is a huge waste if we ignore these factors.



++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++++++++++++++++++++++++++
First,I will show some examples to let you kown the battle system is so un-reasonable.

1,Players can't order the unit to attack,when it is defending----Why can't?Why can't unitA attack unitB, while unitB attacking A? Not reasonable. If a unit is surrounded, and the enemy attack it in turns,the unit will be annihilated.why can't i order the unit to attack to breakthrough?

2,A unit at provinceA is moving to provinceB,and it will arrive provinceB soon.At this time I order it standby.OK,it returns to provinceA immediately, it walked in vain so far.I wonder the rule of movement.Does the unit keep marking time(i said walking but not moving) at provinceA?And when the time is over it jumps to provinceB immediately.So, when i order it to stop,it just stop marking time.-----How un-reasonble!!

3, A unit at provinceA is moving to provinceB, at this time some unit attack provinceA, I don't want to defend provinceA,So I order the unit to evacuate to provinceB,but before the unit arriving,provinceB is occupied.Oh,my god!My unit...

4,A unit at provinceA is moving to provinceB, I can order it to change its way,e.g.move to provinceC,but when a unit is defending, once I order it to move to provinceB,I can't change my command, I can't order it to do anyting until it arrive provinceB.Why the unit don't listen to me? Un-reasonble!!

5, When a unit is lacking of supplies,it can move to provinces which is under control,so the unit lacking of supplies can move;when attacked it can defend,so it can fight.It can both move and fight.Why can't I order it to attack?---Un-reasonble!!
A unit is surrouded and lack of supply,so it can't breakthough forever,even the enemy has move away,because the unit can't move to occupied provinces.

6,Two interesting events may happen in hoi3:A unit of Allied named unit-A was defeated by a unit of German named unit-G.Unit-A was fleeing from provinceA to provinceB,and unit-G occupied provinceA.Hitler ordered unit-G to chase the fleeing unit-A...
(1)Unit-G is faster than unit-A,it arrived provinceB earlier: The leader of Unit-G was so upset.He said "We are much faster than them,but why we had not catch them? Which way did they taken? Is there an unkown way from provinceA to provinceB? Where were they now?"....He did not kown that unit-A is existing because of his arriving earlier.He did not kown unit-A was not at anywhere when it was fleeing.He did not kown why they all died even without a battle.....
(2)Unit-G is slower than unit-A:The leader of Unit-G was so angry.He shouted to his soldiers,"why you don't executive my order?!!I order you chase them! Why don't you shoot them?! They moved faster than us, the distance will be farer and farer!! "His soldiers replied "Sorry sir, we can shoot them only when it arrive provinceB in accordance with the rules"....
 
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