Influence and the Rest of My Ideas
Teemu's suggestions for Hearts of Iron 3
11. Feb 2012 FtM 3.05 Steam Collection All production times should be 1/3, because you don't have time to build an army in 5.5 years as Russians. Let us build an army and play a grand strategy game. Now it serves at most playing like historical Russians, noob infantry, nazi land grab.
11. Feb 2012 FtM 3.05 Steam Collection Nukes lower national unity by 20 % on the capital. But the surrender progress is unaffected. Fix it.
11. Feb 2012 FtM 3.05 Steam Collection Nukes don't kill troops?! They did in Hoi2. God this game is incomplete and broken.
08. Feb 2012 FtM 3.05 Steam Collection Zen pact - assistance to China, 'yes' doesn't however take any resources as USSR.
08. Feb 2012 FtM 3.05 Steam Collection Answering 'no deals with the enemies of the worker' gives 'pact event' in Germany and USSR.
06. Feb 2012 FtM 3.05 Steam Collection Mouse scrolling is smooth! =)
-04. Feb 2012 1.4 Vanilla If I rebase transport planes that hold paratroopers in an airbase, that is occupied after I give the move order, I lose the paratroopers, but the planes can fly off. There is a few seconds to react. It should commence a battle, not just make them disappear.
-04. Feb 2012 1.4 Vanilla Airborn equipment claims to reduce Paratrooper weight -1.00 but the transport plane can only transport 4 units after the equipment tech and the two (2.00) cargo space tech. It should carry 6 paratroopers EDIT Not fixed in 08. FtM 3.05 Steam Collection
-04. Feb 2012 1.4 Vanilla When you click goto in a research popup, it should take you to the right page and tech, but it just opens the first page of the lab.
-04. Feb 2012 V1.4 Vanilla I would like to be able to demand territories like in HoI2. It isn't present now. Finland gets -50 drifting penalty towards Comintern, because it own core territories. This wasn't present in the earlier versions. It means the lack of player control over the policies.
-04. Feb 2012 V1.4 Vanilla the sound lever in the options menu increases volume unevenly. One knot in the center sets the volume either 80 % or 20 %.
-28.11.2010 Caen in France does not allow airlift with my own built airfield as Japan. This issue happens also for under unclear time period after an invasion, regardless of having one or more undamaged airfields in the territory. In this case, it is never opened. I declared war on Germany and got into the Comintern. Caen became surrounded by neutral territories after Russia annexed Germany. Interestingly, UK fought American troops in Germany but is not at war with USA.
28.11.2010 HOI3 can't handle territorial shifts properly. In the situation above, as Germany surrendered, France became automatically divided between UK occupied France, independent France, Japan occupied France and Soviet occupied France. All of the occupied territories should have been returned to independent France, including Vichy and Russian occupied France.
-28.11.2010 The Hana territory has a waterway to Honolulu, but you can't cross it. Putting a fleet there does not reveal any subs.
-20.11.2010 Winamp stops playing a stream after while because HOI3 is running
-20.11.2010 I can't find the right spot to select my unit stack. This is an old bug from HOI2. Only dragging around the units will help 11. Feb 2012 FtM 3.05 Steam Collection bug is still present.
-20.11.2010 Everything happens in a delay, for example dragging to choose units. And if you scroll the screen while the day changes, you will end up too far along the map. 11. Feb 2012 FtM 3.05 Steam Collection solved by new PC.
28.11.2010 Zooming in brings the map closer than zooming out an increment. That way you always end up closer than you were. 11. Feb 2012 FtM 3.05 Steam Collection bug still present.
-14.11.2010 The reserve unit status in a unit, produced with the law "volunteer army" and war-time mobilization, gets 100 % strentgh, not lower, and wil not get rid of the "!"-mark when it restores to 100 % after a battle. -20.11.2010 It chances into a regular unit from reserve unit in demobilization, which makes no sense, and the game offers no tool-tips for it at all. Comsubpac told me that here instead.
-13.11.2010 When in war with a faction leader, the peace button to the leader such as Germany is not active but says "you have to negotiate peace with the leader of your enemy".
-13.11.2010 We should be able to control "ideological similarity", because it affects the diplomatic aligment. Do this by the political parties and by increasing the available candidates.
13.11.2010 We should have a tactical minigame on all terrorities, that is based on the pretty accurate scanned satellite picture of global terrain, for example the desert valley south of La Paz, Bolivia. Make it a low-graphical game, but one that matters to the technological and training choices in the tech tree. You should be able steer the units and use high spots in the terrain etc.
-1.5.2010 after 1.1.1948 fighter missions become dysfunctional. Air superiority springs off after an hour of gametime has passed.
-20.11.2010 air superiority mission to just one territory makes the plane and there all the war years. It should go refuel to the base constantly.
-1.5.2010 the ships that a player has from the start of the game never upgrade - you have to build new ships of at least one tech level higher. Please fix this bug. 11. Feb 2012 FtM 3.05 Steam Collection Still present in this version.
-Naval/airbases don't have any coherent function either. The level of the base that is produced in the production page should determine a fixed number of ships or planes, not as it is now that you can park any number of ships in a port with 2/10 ports and supply them for the next 3000 kilometers. Also, ships should first go to the rebased port that has an HQ, not change to another destination in the middle of the ocean as soon as the player has clicked rebase. Develop also the fuel costs of ships/airplanes. Can you really rebase and fly a fighter to a 8000 km far base? Ship's fuel should wear down province-wise like a ticker that has more kilometers, not like now that ships are automatically fueled from that new base far away that they don't even have to visit. So we would have to refuel in ports. Tie bases to the supply system with number of supply stock depending on the size of the base and that is supplied by a resource convoy, which should have a precise lever in the production page about the load and the destination. 11. Feb 2012 FtM 3.05 Steam Collection 100 units can still land and be supplied at lvl 1 airfield/naval base.
-The pop-up system is incomplete. We should get political events (reorganize foreign ministry - get -2 conservative organization and +2 progressive and make the right wing population angry etc) atleast 10 per year to shape our nations. Now there are only 1 - 2 in the beginning.
-the supply system is arbitrary. With 200 units in Europe as USA I get suddenly lack of supplies without any pop-up about the reason. Why isn't that a problem with 150 units? How many units can I supply to what distance and how large is the supply throughput number? How many convoys do I I need for 10 units 1000 kilometers away? I'm pretty sure that the convoy system is broken, having no effect, because the automatic supply convoys show red - inactive - all the time. Driving them manually doesn't help a lack of supplies in parts of the frontline. The supply plane does not supply ALL units in need and it supplies only one territory at a time - fix this. The number of ships in convoys are created when you make a landfall and can't be changed - nor can a new supply convoy be created to a new harbour! There is no information on many other critical things in the game either. How can I supply units 4000 kilometers away without HQs? Make HQs mandatory, the green supply flow in the supply map mode based on the HQs, which have a green sphere to a certain distance, smaller HQs having a smaller sphere of supply. Edit: 29.06.2011: The level of the provincial infrastructure cuts a prosentage out of the supply from the HQ. Make HQs spread supplies that supply planes deliver and deny units being supplied on their own. HQs need their own supply transports. Develop local supplies before relying on that. 11. Feb 2012 FtM 3.05 Steam Collection visible lines between HQs help, but only rudimentary. Units without HQ can still be supplied through some weird supply diffusion, not local supplies.
-The game is abysmal in matters of causality, gameplay and explanations. For example, what is the nominal number of counterintelligence with 10 domestic spies? Does a +10 % minister improve that to 11? What defines the attack and defend co-efficiency numbers in the combat box? You know, Germany having +250 % and you 30? How many gallons of fuel does a destroyer need and how many transports do I need in a week to deliver that to Hawaiji? Who knows!
-Smaller nations should have a lower cost techs and not as it is now that my country can research 8 or so techs. Balance that with not being as big as the super powers.
-weapons don't upgrade to 1944 model with 1944 tech but with 1947 tech to 1944 model. That should be fixed. The 1944 tech, (year it should be researched) actually does nothing.
-Influencing should also cause drift according to assigned value, not like an arbitrary number with no functions - the bigger budget, the more practical influence. A diplomatic audience (visit) is different from perpetual influence. Actually good relations should define the amount of influence of your audience. And that would make depth in trying to make any diplomatic ties with trade and deals which should be enabled
-My concept of international relations can bring real depth. The level of relations between two countries should affect how much influencing drifts a country. A trade deal should improve indirectly but substantially drifting. Spying should make your friend's drifting towards your enemy harder through worsening of their relationships. All this is yet missing from this game.
-Influencing should depend not just on the relations number but also on counterintelligence, with of which the 1-10 relation between your and the enemy agents in their country, you should be able to indirectly stop influencing from happening. That would give counterintelligence a role and now it is among the useless things in the game. Influencing should also be possible while not with a faction on neither side.
-Factions nations use influence for just a few hours after each other and stop me from joining the Comintern as USA. I don't like it and I want to know how I can stop it. How is it done? The AI does it to any player who tries to join any faction. You get close enough sometime when you reload a save or the AI can't produce diplomacy points all the time. -13.11.2010 The AI nations influence you with always a larger value of "diplomatic influence of faction members", stopping you from getting close enough to join a faction. There should be a control as how much this value is, for example it should increase due time and depend on the value of "relations". The AI should not be able to exert suddenly a larger value than what you have with your faction leader.
-Embargo should stop nations from influencing you but now embargo has no use in the game (except -15 relations). Embargo is actually broken, having used 25 embargoes the window "pops out" by itself even when I remove all active embargoes. I mean dude?! Haven't they used beta testers? Let's give embargo and all other aspects some real substantiality, like embargo drops relations to -200 and prohibits all influence.
-I like how land combat experience makes researching land theory quicker and building test sites rocket science quicker etc, but I think I can beat every game by just building mechanized infantry/sp rocket artillery/engineer/tactical bomber and leave all other techs and units like strategic bomber out of the game. It makes for a boring track. There should be more depth, actually a real pathway at that and someone should take rethinking that as their project..
-All diplomacy should change the relations quicker, not 25 but 100 per an act.
-All diplomacy should be easier, and correspondent with the relations number, not like 95 % of all diplomacy acts being impossible during peace time.
-Tech numbers should grow a lot faster per unit or mechanical production.
These ideas would repair the arbitrary things and give the game a more concrete nature.
Teemu's suggestions for Hearts of Iron 3
11. Feb 2012 FtM 3.05 Steam Collection All production times should be 1/3, because you don't have time to build an army in 5.5 years as Russians. Let us build an army and play a grand strategy game. Now it serves at most playing like historical Russians, noob infantry, nazi land grab.
11. Feb 2012 FtM 3.05 Steam Collection Nukes lower national unity by 20 % on the capital. But the surrender progress is unaffected. Fix it.
11. Feb 2012 FtM 3.05 Steam Collection Nukes don't kill troops?! They did in Hoi2. God this game is incomplete and broken.
08. Feb 2012 FtM 3.05 Steam Collection Zen pact - assistance to China, 'yes' doesn't however take any resources as USSR.
08. Feb 2012 FtM 3.05 Steam Collection Answering 'no deals with the enemies of the worker' gives 'pact event' in Germany and USSR.
06. Feb 2012 FtM 3.05 Steam Collection Mouse scrolling is smooth! =)
-04. Feb 2012 1.4 Vanilla If I rebase transport planes that hold paratroopers in an airbase, that is occupied after I give the move order, I lose the paratroopers, but the planes can fly off. There is a few seconds to react. It should commence a battle, not just make them disappear.
-04. Feb 2012 1.4 Vanilla Airborn equipment claims to reduce Paratrooper weight -1.00 but the transport plane can only transport 4 units after the equipment tech and the two (2.00) cargo space tech. It should carry 6 paratroopers EDIT Not fixed in 08. FtM 3.05 Steam Collection
-04. Feb 2012 1.4 Vanilla When you click goto in a research popup, it should take you to the right page and tech, but it just opens the first page of the lab.
-04. Feb 2012 V1.4 Vanilla I would like to be able to demand territories like in HoI2. It isn't present now. Finland gets -50 drifting penalty towards Comintern, because it own core territories. This wasn't present in the earlier versions. It means the lack of player control over the policies.
-04. Feb 2012 V1.4 Vanilla the sound lever in the options menu increases volume unevenly. One knot in the center sets the volume either 80 % or 20 %.
-28.11.2010 Caen in France does not allow airlift with my own built airfield as Japan. This issue happens also for under unclear time period after an invasion, regardless of having one or more undamaged airfields in the territory. In this case, it is never opened. I declared war on Germany and got into the Comintern. Caen became surrounded by neutral territories after Russia annexed Germany. Interestingly, UK fought American troops in Germany but is not at war with USA.
28.11.2010 HOI3 can't handle territorial shifts properly. In the situation above, as Germany surrendered, France became automatically divided between UK occupied France, independent France, Japan occupied France and Soviet occupied France. All of the occupied territories should have been returned to independent France, including Vichy and Russian occupied France.
-28.11.2010 The Hana territory has a waterway to Honolulu, but you can't cross it. Putting a fleet there does not reveal any subs.
-20.11.2010 Winamp stops playing a stream after while because HOI3 is running
-20.11.2010 I can't find the right spot to select my unit stack. This is an old bug from HOI2. Only dragging around the units will help 11. Feb 2012 FtM 3.05 Steam Collection bug is still present.
-20.11.2010 Everything happens in a delay, for example dragging to choose units. And if you scroll the screen while the day changes, you will end up too far along the map. 11. Feb 2012 FtM 3.05 Steam Collection solved by new PC.
28.11.2010 Zooming in brings the map closer than zooming out an increment. That way you always end up closer than you were. 11. Feb 2012 FtM 3.05 Steam Collection bug still present.
-14.11.2010 The reserve unit status in a unit, produced with the law "volunteer army" and war-time mobilization, gets 100 % strentgh, not lower, and wil not get rid of the "!"-mark when it restores to 100 % after a battle. -20.11.2010 It chances into a regular unit from reserve unit in demobilization, which makes no sense, and the game offers no tool-tips for it at all. Comsubpac told me that here instead.
-13.11.2010 When in war with a faction leader, the peace button to the leader such as Germany is not active but says "you have to negotiate peace with the leader of your enemy".
-13.11.2010 We should be able to control "ideological similarity", because it affects the diplomatic aligment. Do this by the political parties and by increasing the available candidates.
13.11.2010 We should have a tactical minigame on all terrorities, that is based on the pretty accurate scanned satellite picture of global terrain, for example the desert valley south of La Paz, Bolivia. Make it a low-graphical game, but one that matters to the technological and training choices in the tech tree. You should be able steer the units and use high spots in the terrain etc.
-1.5.2010 after 1.1.1948 fighter missions become dysfunctional. Air superiority springs off after an hour of gametime has passed.
-20.11.2010 air superiority mission to just one territory makes the plane and there all the war years. It should go refuel to the base constantly.
-1.5.2010 the ships that a player has from the start of the game never upgrade - you have to build new ships of at least one tech level higher. Please fix this bug. 11. Feb 2012 FtM 3.05 Steam Collection Still present in this version.
-Naval/airbases don't have any coherent function either. The level of the base that is produced in the production page should determine a fixed number of ships or planes, not as it is now that you can park any number of ships in a port with 2/10 ports and supply them for the next 3000 kilometers. Also, ships should first go to the rebased port that has an HQ, not change to another destination in the middle of the ocean as soon as the player has clicked rebase. Develop also the fuel costs of ships/airplanes. Can you really rebase and fly a fighter to a 8000 km far base? Ship's fuel should wear down province-wise like a ticker that has more kilometers, not like now that ships are automatically fueled from that new base far away that they don't even have to visit. So we would have to refuel in ports. Tie bases to the supply system with number of supply stock depending on the size of the base and that is supplied by a resource convoy, which should have a precise lever in the production page about the load and the destination. 11. Feb 2012 FtM 3.05 Steam Collection 100 units can still land and be supplied at lvl 1 airfield/naval base.
-The pop-up system is incomplete. We should get political events (reorganize foreign ministry - get -2 conservative organization and +2 progressive and make the right wing population angry etc) atleast 10 per year to shape our nations. Now there are only 1 - 2 in the beginning.
-the supply system is arbitrary. With 200 units in Europe as USA I get suddenly lack of supplies without any pop-up about the reason. Why isn't that a problem with 150 units? How many units can I supply to what distance and how large is the supply throughput number? How many convoys do I I need for 10 units 1000 kilometers away? I'm pretty sure that the convoy system is broken, having no effect, because the automatic supply convoys show red - inactive - all the time. Driving them manually doesn't help a lack of supplies in parts of the frontline. The supply plane does not supply ALL units in need and it supplies only one territory at a time - fix this. The number of ships in convoys are created when you make a landfall and can't be changed - nor can a new supply convoy be created to a new harbour! There is no information on many other critical things in the game either. How can I supply units 4000 kilometers away without HQs? Make HQs mandatory, the green supply flow in the supply map mode based on the HQs, which have a green sphere to a certain distance, smaller HQs having a smaller sphere of supply. Edit: 29.06.2011: The level of the provincial infrastructure cuts a prosentage out of the supply from the HQ. Make HQs spread supplies that supply planes deliver and deny units being supplied on their own. HQs need their own supply transports. Develop local supplies before relying on that. 11. Feb 2012 FtM 3.05 Steam Collection visible lines between HQs help, but only rudimentary. Units without HQ can still be supplied through some weird supply diffusion, not local supplies.
-The game is abysmal in matters of causality, gameplay and explanations. For example, what is the nominal number of counterintelligence with 10 domestic spies? Does a +10 % minister improve that to 11? What defines the attack and defend co-efficiency numbers in the combat box? You know, Germany having +250 % and you 30? How many gallons of fuel does a destroyer need and how many transports do I need in a week to deliver that to Hawaiji? Who knows!
-Smaller nations should have a lower cost techs and not as it is now that my country can research 8 or so techs. Balance that with not being as big as the super powers.
-weapons don't upgrade to 1944 model with 1944 tech but with 1947 tech to 1944 model. That should be fixed. The 1944 tech, (year it should be researched) actually does nothing.
-Influencing should also cause drift according to assigned value, not like an arbitrary number with no functions - the bigger budget, the more practical influence. A diplomatic audience (visit) is different from perpetual influence. Actually good relations should define the amount of influence of your audience. And that would make depth in trying to make any diplomatic ties with trade and deals which should be enabled
-My concept of international relations can bring real depth. The level of relations between two countries should affect how much influencing drifts a country. A trade deal should improve indirectly but substantially drifting. Spying should make your friend's drifting towards your enemy harder through worsening of their relationships. All this is yet missing from this game.
-Influencing should depend not just on the relations number but also on counterintelligence, with of which the 1-10 relation between your and the enemy agents in their country, you should be able to indirectly stop influencing from happening. That would give counterintelligence a role and now it is among the useless things in the game. Influencing should also be possible while not with a faction on neither side.
-Factions nations use influence for just a few hours after each other and stop me from joining the Comintern as USA. I don't like it and I want to know how I can stop it. How is it done? The AI does it to any player who tries to join any faction. You get close enough sometime when you reload a save or the AI can't produce diplomacy points all the time. -13.11.2010 The AI nations influence you with always a larger value of "diplomatic influence of faction members", stopping you from getting close enough to join a faction. There should be a control as how much this value is, for example it should increase due time and depend on the value of "relations". The AI should not be able to exert suddenly a larger value than what you have with your faction leader.
-Embargo should stop nations from influencing you but now embargo has no use in the game (except -15 relations). Embargo is actually broken, having used 25 embargoes the window "pops out" by itself even when I remove all active embargoes. I mean dude?! Haven't they used beta testers? Let's give embargo and all other aspects some real substantiality, like embargo drops relations to -200 and prohibits all influence.
-I like how land combat experience makes researching land theory quicker and building test sites rocket science quicker etc, but I think I can beat every game by just building mechanized infantry/sp rocket artillery/engineer/tactical bomber and leave all other techs and units like strategic bomber out of the game. It makes for a boring track. There should be more depth, actually a real pathway at that and someone should take rethinking that as their project..
-All diplomacy should change the relations quicker, not 25 but 100 per an act.
-All diplomacy should be easier, and correspondent with the relations number, not like 95 % of all diplomacy acts being impossible during peace time.
-Tech numbers should grow a lot faster per unit or mechanical production.
These ideas would repair the arbitrary things and give the game a more concrete nature.
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