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Porkman

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A way for minor alliances (like the baltic states) to join one of the major ones without having to dissolve the alliance first. Especially important for nations with puppets.
 

Mr_B0narpte

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He just called you out on your 11-days bullshit. It's you who started ranting defensively and butthurt after that.
It's not "bullshit" it was just very unlikely too happen as the allies were too damn good! :)
 

Mr_B0narpte

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A way for minor alliances (like the baltic states) to join one of the major ones without having to dissolve the alliance first. Especially important for nations with puppets.
+1 as I found the restricting alliance thing annoying and unrealistic, and for the puppeteers (e.g. Germany with Slovakia) to allow their puppets to trade with other countries if it benefits them (e.g. Germany can't supply Slovakia's industry so it should allow it to trade with other nations)
 
Last edited:

iceHawk

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a PROPERLY working RANDOM event command. This is WAY overdue and any workaround requires way too much coding to replace a simple fix. :mad::wacko:
 

s3nn3n

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how about eliminating the GAR unit and handling garrisons via a province improvement since GAR are immobile anyway and all they take up alot of space in the units list. plus if you use auto assign leader they use up leaders. just use a province garrison improvement to reduce partisan/revolt risk.
 

Mr_B0narpte

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how about eliminating the GAR unit and handling garrisons via a province improvement since GAR are immobile anyway and all they take up alot of space in the units list. plus if you use auto assign leader they use up leaders. just use a province garrison improvement to reduce partisan/revolt risk.
That would just complicate things as they are used for defence as well and can be strategically re-deployed.
 

Rakshae

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There should be a 1918 marine tech in the tech tree. Both the British and the Americans have had Marines for ages and it makes no sense not to have a 1918 model when they comprised a large part of the initial American Expeditionary Force in WWI. See Belleau Wood, Chateau Thierry, and St. Mihiel, battles that all had Marine combatants. Also, the US had several Marine regiments stationed at various places around the world in 1936 such as San Diego, Pearl Harbor, Wake Island, and the Philippines headquartered out of San Diego. If this tech is added, it will also mean the rebalance of most of the scenarios.
 

s3nn3n

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That would just complicate things as they are used for defence as well and can be strategically re-deployed.

GAR are inelegant. I would prefer a province improvement to reduce RR (it could add defense bonus too) and use a real unit to defend the province which is what you have to do anyhow given the weakness of the GAR.
 

Easy1

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GAR are inelegant. I would prefer a province improvement to reduce RR (it could add defense bonus too) and use a real unit to defend the province which is what you have to do anyhow given the weakness of the GAR.

GAR are cheap. Immobile divisions (GAR) were widely used during WW2
 

s3nn3n

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GAR are cheap. Immobile divisions (GAR) were widely used during WW2

hmm. i was thinking of province improvement something like this (has same cost, buildtime, manpower as GAR+police):

police_garrison = {
buildable_in_allied_provinces = yes
cost = 7
buildtime = 60
manpower = 10
size = 1
}

i'll ask in the modding forum if anyone knows how to add this.
 

iceHawk

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Re: random

What do you exactly mean? What's wrong with the current command?

random = yes [/no] - this event uses a hard-coded randomized event system. It applies to all nations - you need not use a "country = X" line. As of HOI2 1.3b / DD 1.2, this condition is not recommended for use because it is reset every time the game is reloaded (you cannot control true frequency) and also because there is no information on how it works precisely or how frequently events using it are supposed to happen in theory.

You cannot control true frequency... :( adding a trigger after the random to set percentage and a check for how often would be HIGHLY APPRECIATED.
for example

# random = yes chance = 2(%) when = [daily/weekly/monthly/yearly]
 

iceHawk

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10) "Drafted Army" should have a repair/reinforce bonus to make it more useful

+1

This also makes a lot of sense. Cannon fodder bonus as less skill = easier to replace.


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This teams work is highly appreciated! We might wine and complain but this is one of very few solid games out there by gamers, for gamers. Thanks a million! ;)
 
Last edited:

elryacko

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6) Max. infrastructure level should be moddable (e.g. max. 300% instead of 200% with higher IC bonus)

I think that the basic to advanced construction techs should increase max infrastructure from a default 100% to 200%.

It seems unreasonable for third-world nations to be able to invest in mass transit and superhighways if they don't have the technology.


EDIT:

There should be event triggers for manpower levels, and manpower losses.
 
Last edited:

lifebegood

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IC Quick Adjust and Unit Organization

1. Would be wonderful to have the one click requirement button for IC distribution like in HOI3. I waste a lot of time getting my numbers just right. Better yet, the ability to enter the number would be fantastic.

2. How difficult would it be to have a unit organization tab that allows you to just click and drag divisions, ships, and air wings into various commands. I find the whole organization method completely counter-intuitive.

Implementing both of these changes would seriously streamline decision making, reduce time and frustration and most importantly, increase the fun factor.

Humble thanks from a first time postee.

EH
 

iceHawk

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I think that the basic to advanced construction techs should increase max infrastructure from a default 100% to 200%.

It seems unreasonable for third-world nations to be able to invest in mass transit and superhighways if they don't have the technology.

Thats a modding script only. Nothing to do with tech although I agree that id be nice to have one of the industry techs unlock higher infra levels
 

elryacko

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Thats a modding script only. Nothing to do with tech although I agree that id be nice to have one of the industry techs unlock higher infra levels

Presumably any variable which can be adjusted through research/event, can be adjusted at the start of any scenario.