Compliance
- I like the compliance system in general, especially that you need to put in some time and effort with lower gains to actually "work up" the territority you annexed, and in return, you get greater benefit from it. It allows for much more interesting gameplay.
- However, the time it takes is completely broken. I started a test round just for the sake of testing this feature, and after 15 years ingame, it's still stuck on 77%. And no wonder, the complience growth is stuck at 0.000% per day, even though I'm not at war and have Civilian Oversight as occupation law. How are we even supposed to reach 80%? How did this get past testing?
- And as if the above wouldn't be funny enough... I used console commands to get the last bit of compliance, just to see what the end reward would be. Look and behold, the end reward is to turn them into a puppet! Really? I don't want a puppet when I have no control over what conscription laws and trade laws it picks, which buildings it decides to destroy or build, or what divisions it decides to train.
- SUGGESTION: Remove the "high compliance" penalty to compliance gain, this is the reason why it's taking so long. In the beggining it went really fast (maybe even too fast), but now at the end, it's just rediculously slow.
- SUGGESTION: When it hits 80% compliance, allow us to turn the territory into a core. Considering how long it takes, that would be the most appropriate reward.
- The -50% non-core penalty to building slots is still there. So basically I have access to more factories than I have building slots for. If I want to rebuild stuff, for example, destroy a naval dockyard so I can build a civilian factory, then that slot gets taken away and I can't get it back.
- Why even have a penalty to building slots? First of all, it doesn't make logical sense, since the buildable area of the state is still the same size regardless of who controls it. Secondly, if we're already limited by the factory percentage value, then why limit it further with reduction of building slots?
- Also, there is still the bug (or maybe it's a feature), that when you annex a state that has got additional building slots through national focuses, these additional building slots also get halved. So for instance, if you annex a state with 4 normal building slots and 6 additional building slots, you end up getting only half of 4 and half of 6 (so 5 in total), when you should have got half of the normal slots (due to the -50% non-core penalty) and all of the additional slots.
- SUGGESTION: Remove the -50% non-core penalty to building slots, since the compliance system itself already takes care of this penalty in a sufficient way.
- The aviable manpower tooltips are also inconsistent. In the topmost bar, the manpower value tooltip says "0.1% of X million", while in the menu Occupied Territories, the manpower value tooltip says "1% of X million".
- When picking forced labour, it's possible to get more than 100% for resources. How is it logically possible to extract more resources than is physically there?
- BUG: Naval dockyards are not counted into the factories. I took a nation which had 1 naval dockyard, but that naval dockyard was nowhere to be seen even when I had more than 50% factories aviable.
- BUG: In the factory percentage tooltip, the icons for civilian factories and military factories have been mixed up. It showed the amount of civilian factories for the military factory icon, and vice versa.
Espionage
- I was looking forward to this, but after testing it, I'm actually quite disappointed.
- Basically, if you're a minor, you can just pretend that this feature doesn't exist. And it's not about the civilian factories, these can be built up as the minor grows. The problem here is the amount of operative slots. Most minors doesn't have any Illusive Gentleman advisor, so they're basically hardcapped to 2 operatives, if they don't want to create their own faction.
- This also means that minors cannot even do some of the operations, such as stealing blueprints for example. Further, when doing operations that only require 2 operatives, whenever doing an operation, they will lose their spy network, because there's no one left to maintain it.
- Meanwhile, majors that are faction leaders, like the UK, can release tiny independent nations all over the place and have over 20 operatives. How did this even get past the design phase?
- And where's the logic that the amount of faction members corresponds to the amount of operatives that a nation can have? It should rather be about money, so rather make each additional operative cost 1 (or multiple) civilian factories.
- You need to allow players to grow minors into majors if you want a true strategy sandbox. One of the most enjoyable things with playing as a minor is to develop it and make it grow, but these kind of hardcaps turns this into an impossile task.
Scout Planes
- I like that we can obtain the positions of enemy divisions with these planes. However, when doing this, the enemy divisions sometimes disappear and then reappear a while later even if they're still in the same position. I don't know if it's intended to be like that, but it feels quite weird.
Recon Companies
- Personally I feel that you've overcomplicated this a bit. What was the problem with just having a single recon company? The support battalions doesn't affect speed anyway, so? Right now it feels like there's a lot more clutter without any real useful purpose.
Code Cracking
- I really like that you've added this to the game. However, currently it feels way too easy to crack someones codes. Basically you just press a button and wait 1-2 years. That's not really what happened in real life, it was a lot more work behind it. Maybe atleast require a high risk operation to successfully obtain an encryption machine from the enemy before the code cracking can start?
- I like the compliance system in general, especially that you need to put in some time and effort with lower gains to actually "work up" the territority you annexed, and in return, you get greater benefit from it. It allows for much more interesting gameplay.
- However, the time it takes is completely broken. I started a test round just for the sake of testing this feature, and after 15 years ingame, it's still stuck on 77%. And no wonder, the complience growth is stuck at 0.000% per day, even though I'm not at war and have Civilian Oversight as occupation law. How are we even supposed to reach 80%? How did this get past testing?
- And as if the above wouldn't be funny enough... I used console commands to get the last bit of compliance, just to see what the end reward would be. Look and behold, the end reward is to turn them into a puppet! Really? I don't want a puppet when I have no control over what conscription laws and trade laws it picks, which buildings it decides to destroy or build, or what divisions it decides to train.
- SUGGESTION: Remove the "high compliance" penalty to compliance gain, this is the reason why it's taking so long. In the beggining it went really fast (maybe even too fast), but now at the end, it's just rediculously slow.
- SUGGESTION: When it hits 80% compliance, allow us to turn the territory into a core. Considering how long it takes, that would be the most appropriate reward.
- The -50% non-core penalty to building slots is still there. So basically I have access to more factories than I have building slots for. If I want to rebuild stuff, for example, destroy a naval dockyard so I can build a civilian factory, then that slot gets taken away and I can't get it back.
- Why even have a penalty to building slots? First of all, it doesn't make logical sense, since the buildable area of the state is still the same size regardless of who controls it. Secondly, if we're already limited by the factory percentage value, then why limit it further with reduction of building slots?
- Also, there is still the bug (or maybe it's a feature), that when you annex a state that has got additional building slots through national focuses, these additional building slots also get halved. So for instance, if you annex a state with 4 normal building slots and 6 additional building slots, you end up getting only half of 4 and half of 6 (so 5 in total), when you should have got half of the normal slots (due to the -50% non-core penalty) and all of the additional slots.
- SUGGESTION: Remove the -50% non-core penalty to building slots, since the compliance system itself already takes care of this penalty in a sufficient way.
- The aviable manpower tooltips are also inconsistent. In the topmost bar, the manpower value tooltip says "0.1% of X million", while in the menu Occupied Territories, the manpower value tooltip says "1% of X million".
- When picking forced labour, it's possible to get more than 100% for resources. How is it logically possible to extract more resources than is physically there?
- BUG: Naval dockyards are not counted into the factories. I took a nation which had 1 naval dockyard, but that naval dockyard was nowhere to be seen even when I had more than 50% factories aviable.
- BUG: In the factory percentage tooltip, the icons for civilian factories and military factories have been mixed up. It showed the amount of civilian factories for the military factory icon, and vice versa.
Espionage
- I was looking forward to this, but after testing it, I'm actually quite disappointed.
- Basically, if you're a minor, you can just pretend that this feature doesn't exist. And it's not about the civilian factories, these can be built up as the minor grows. The problem here is the amount of operative slots. Most minors doesn't have any Illusive Gentleman advisor, so they're basically hardcapped to 2 operatives, if they don't want to create their own faction.
- This also means that minors cannot even do some of the operations, such as stealing blueprints for example. Further, when doing operations that only require 2 operatives, whenever doing an operation, they will lose their spy network, because there's no one left to maintain it.
- Meanwhile, majors that are faction leaders, like the UK, can release tiny independent nations all over the place and have over 20 operatives. How did this even get past the design phase?
- And where's the logic that the amount of faction members corresponds to the amount of operatives that a nation can have? It should rather be about money, so rather make each additional operative cost 1 (or multiple) civilian factories.
- You need to allow players to grow minors into majors if you want a true strategy sandbox. One of the most enjoyable things with playing as a minor is to develop it and make it grow, but these kind of hardcaps turns this into an impossile task.
Scout Planes
- I like that we can obtain the positions of enemy divisions with these planes. However, when doing this, the enemy divisions sometimes disappear and then reappear a while later even if they're still in the same position. I don't know if it's intended to be like that, but it feels quite weird.
Recon Companies
- Personally I feel that you've overcomplicated this a bit. What was the problem with just having a single recon company? The support battalions doesn't affect speed anyway, so? Right now it feels like there's a lot more clutter without any real useful purpose.
Code Cracking
- I really like that you've added this to the game. However, currently it feels way too easy to crack someones codes. Basically you just press a button and wait 1-2 years. That's not really what happened in real life, it was a lot more work behind it. Maybe atleast require a high risk operation to successfully obtain an encryption machine from the enemy before the code cracking can start?
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