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unmerged(590)

First Lieutenant
Dec 26, 2000
249
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1) Interface:

The interface is too cumbersome when one want to submit repeated and mundane building instructions.

Hotkeys should be easiest way to fix this, and should cover at least the following areas:

- Build a unit of a specific type (alt-a for armour, alt-i for infantry, etc). In case there are several models available (such as pre-war tanks and early MG tanks, the most modern model is selected.
- Start a project in selected province (ctrl-a for anti-air, ctrl-i for industry, etc).
- Place unit of a specific type.

2) Front lines:

At first I couldn't quite put my finger on why it was so easy to advance far into enemy land at such high pace, but I think I pinpointed at least one obvious reason:

After the initial attack that breaks the defense, the defender has no way of rallying and recuperating the front line. The attacker can simply roll on at highest pace, and will never face enough resistance to slow him down.

The same is especially true for AI countries that neglect a front, and is caught off guard, while being at war with somewhere else. In fact, whenever the AI is caught off guard, the AI units just sit tight.

The AI never uses multiple lines of defense. In fact it seems that the AI moves most of its units to strategic redeployment box, where they don't have to pay upkeep (support) for the unit. When the attacker picks up momentum, he is impossible to stop.

Honestly, can anyone imagine a war with a single front line (ie Germany-USSR) lasting 4 years?

Overall, the AI is not nearly aggressive enough to be able to compete with a human player. I'm not sure how this could be fixed, but it should be taken into consideration when improving the AI.

It was a glad surprise, however, to see that the AI isn't "stupid" per se, once at war, just not violent enough.

3) Events:

The fall of Russia event shouldn't require the Germany to occupy Paris. At least not if Japan holds Vladivostok.

It seems that Germany gains nothing from accepting a historical Molotov-Ribbentrop pact (at leat not in single player). The partition of Poland still gives the (extremely limited, mind you) 2000 oil bonus, but apart from that, it only hurts Germany to give the USSR free hands in Eastern Europe.

Every major nation should have a certain yield event, such as France and USSR have. I'm not sure what would happen if USA or USSR were in a position to annex Germany while not being allied with the other, but it a partition of Germany would be preferrable to a complete annexation.

4) Research:

The research of a tank model with a small gun shouldn't preclude the research of a tank model with a larger gun. This applies to all other technologies that (seem to) work the same way as well.

5) Nukes:

Nukes are too powerful, in a historical/realistical context (but underpowered in game context). The shouldn't eliminate all industrial capacity in the province, but more like 50% or so (after all, a city is targeted, not the province as a whole, and at in the case of Russians, the production should continue in the other cities ;).

Furthermore, I doubt the fallout would immediately kill all units in the province, and they are definately not garrisoned within the city itself.

Still, nuclear research (and especially rocketry research) is most likely not worth it, unless some nuclear events are programmed to make nations yield or gain massive dissent and take warentry losses when they are nuked.

Consider: ca 40 nuclear reasearch topics, costing roughly 30 ICs for 150 days. That is equivalent of 120 conventional units, that can be built in half the time. Slightly less, if taken into consideration the support upkeep. But still: 100+ units versus a limited number of bombs? Or 200+ units versus a few ICBMs?

6) End of game:

There should be an option to continue the game after 1948.




To be continued.
 

Jon Shafer

President of Conifer Games
22 Badges
May 25, 2002
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www.JonShaferOnDesign.com
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The AI front disintegration is definitely a big issue. The reason the war actually lasted 4 years on the eastern front was because it was the priority of each side to maintain a front at all costs. When that failed, then you have disastrous results (the initial German advance, Kiev, Stalingrad, Kharkov, etc.).