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1. Adjust spending sliders as needed (research, espionage, salaries).

AI uses 100% research without having to pay money for it. I would like to keep it that way. Something that needs to be changed is how AI handles synthetic plants. USSR and Germany always use them at 100%. Sometimes even Japan uses Oil plants but does not have the energy to support them. :mad:
 
This might have been recommended already:
-To allow the supply stockpile to go into the negative to avoid exploits around the SCW events, Lend-Lease, Pitman Act, Operation Zet etc.
 
Automatic moving of political sliders maybe? :) :

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Automatic moving of political sliders maybe?
Why? In AoD you can move them whenever you want (provided you can cope with the hefty dissent penalty).

In addition, AoD's reminder in the top-left corner of the screen is more than enough of a substitute, IMHO, of an automatic slider movement feature.
 
Why? In AoD you can move them whenever you want (provided you can cope with the hefty dissent penalty).

In addition, AoD's reminder in the top-left corner of the screen is more than enough of a substitute, IMHO, of an automatic slider movement feature.
+1 Considering the slider move is yearly it requires little effort from the player. Even when doing it more then once a year, it would still only be 3-4 slider moves.

Coincidentally, advanced sliders for the production menu are a much bigger bonus then automated sliders. ;)
 
I wish there were a way to select provinces for air/sea missions in range. Sometimes areas and regions are eiher too small or too big or just not where you want to operate
There is such a way:



EDIT:
Since you can select a single province already, I assume you want to define your own area, which is a very good idea IMO.
If that's what lollibast means, then I agree as well. It'll be especially helpful as Germany in trying to avoid Allied fighter planes over Aachen in Westfalen!
 
Since you can select a single province already, I assume you want to define your own area, which is a very good idea IMO.

yes, I mean selecting multiple provinces within range, e.g. air superiority in Benelux and northeastern France, or Austria and southern germany. It would be most helpful at the borders of regions.
 
(Medium, High Importance) Members of an alliance should not be able to be annexed while the alliance is still fighting. They should go into exile and if they are liberated, they shouldn't become owned by a liberating former alliance member.
Absolutely. To see why this is necessary, just take a look at the absurdly complex event chains necessary just to restore the status quo after the war, and all the tricks the devs use to work around them (like hiding a VP on some insignificant island at the end of the world for the Dutch, French or Portugese).

(Medium, High Importance) Fleets which are losing a battle should only be able to retreat back the way they came. This would prevent weak forces from impossibly breaking a blockade. It would add a new strategic element in naval warfare, with the new and realistic possibility of being able to corner a fleet and destroy it. A historical example of this would be the blockading of the Spanish fleet in Santiago during the Spanish American war, where Americans first blockaded the port, then captured the town, forcing the fleet to try to break the blockade and subsequently be destroyed. This would allow a fleet to be completely destroyed if its port is blockaded and the province is captured.
Agreed. Maybe this will finally put an end to ludicrous tactics like sending unescorted transport fleets through enemy-infested waters.

(Hard, Medium Importance) The game developers completely laid an egg in designing the alliance diplomacy system. It is completely unrealistic to have an alliance fight to the last province instead of accepting a negotiated peace when the odds are stacked against them. Separate peaces should be accepted if there is 50% War Score extra, unused on the negotiating table.
Disagree. Major Alliances should not accept negotiated peace with each other - it would not have been plausible historically. And countries that are not in a major alliance will usually make reasonable peace offers. The only strange thing is that they often won't accept a more generous counteroffer (e.g. because they offered me provinces I don't want).

(Hard, Medium Importance) The Sue for Peace negotiation feature should be available even in peacetime as "Send an ultimatum". This is when they should succeed: If Nation A is k times the strength of Nation B plus the strength of all of the nations guaranteeing Nation B, the enemies nation A is currently fighting, and allies of Nation B. K must be equal to 2(100%+War Score of demands). Thus, if I had 10% warscore demands, I have to be 220% stronger than the nation and all of its allies, guarantors, and my enemies combined. If the ultimatum is rejected, immediate war is declared by Nation A.
A function for sending an ultimatum would be nice indeed, but it may be hard to fit in HoI's diplomacy system. I'd add it as an option to the trade and negotiation menu (so you can also demand resources, tech or units), like it was done in CIV or Rome:TW.
I don't know if this is possible to implement, but is it possible to get a "mods" folder as in most paradox games?
So you can have different mods installed...
That does already exist (in a sense). It's usually called "moddir". Basically, you add a new directory "yourmod" in the executable's directory that replicates the game's directory structure and run the game with -yourmod as additional parameter. The game will then try to load files from /yourmod/* and only load the original file if it can't find it in your directory. In theory, at least. In practice, you need to jump through a lot of hoops to get it to work, and it will still be somewhat buggy. The Wiki should give a few examples on what does not quite work as it should. Fixing that function would be great, and make modding a good deal easier and quicker.
 
civil expense should scale to actual IC or your total manpower, not base IC. If you get a huge peacetime negative modifier you are double penalized b/c you need to spend too much on civil expenses. Same when you lack resources and your actual IC is lowered.
If you have unused manpower you generate money from that and can pay for a part of civil expenses. I don't want to worry about future resource inflow when building factories. If I lack resources I get a double penalty as the manpower is locked in unproductive factories and can't generate money and at the same time increases the need for consumer goods.
 
It does scale with effective ic. Civil expenses are proprtional to effective ic.

well. USA has a huge demand for civil expenses at gamestart at a ridiculous level of effective IC, i think

Are you sure about this?

I don't think i have a savegame but I think I remember a game where I delayed war as germany and just built IC to a point I had spent all my stockpiles and I lacked resources and had troubles being able to produce at all because of the civil expenses, will try to get more details. Could have been CORe but i think the mechanics are the same
 
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well. USA has a huge demand for civil expenses at gamestart at a ridiculous level of effective IC, i think

The civil expenses are only something like 40% of effective ic. The problem is research. Full free markets, full open socienty and 10 top grade tech teams cost a lot of money. At 100% spending that is more than 50 ic with less than 100 ic available. This is why i increased the starting peactime modifier from 25% to 40%. That should help a lot.

I don't think i have a savegame but I think I remember a game where I delayed war as germany and just built IC to a point I had spent all my stockpiles and I lacked resources and had troubles being able to produce at all because of the civil expenses, will try to get more details. Could have been CORe but i think the mechanics are the same

There is always the option to waste ic. Put ic on something without need and you pay only 25% resources. Any country is able to sustain its effective ic by wasting it.
 
The civil expenses are only something like 40% of effective ic. The problem is research. Full free markets, full open socienty and 10 top grade tech teams cost a lot of money. At 100% spending that is more than 50 ic with less than 100 ic available. This is why i increased the starting peactime modifier from 25% to 40%. That should help a lot.

did some number crunching in AOD comparing USA and Germany at start of the game.
While USA has 89 IC and needs 94 civil expense, germany has 152 and needs 64. Taking into account that USA has +140% civil expense need from sliders and germany only +36% that would yield civil expense need for USA of 39 and Germany 47. I.e. USA has 1/2,28 need for C.E. and Germany only 1/3,23 which is 1,4-fold.
It is not as devastating as i thoguth but still significant. That is when you add the diplomacy bonuses, if you treat them as individual multipliers it's only an 8% difference.

So I guess rounding leads to that difference and I have to withdraw my request for changes.
Would be interesting to link civil expense need to total manpower though but the repercussions would be too difficult to implement e.g. available manpower and idle factroies due to lack of resources
 
It has always bugged me that some leader traits are obtainable (blitzer, hill fighter, desert fox etc.) while others are not (engineer, winter specialist, trickster ...).
Is there any chance of all the traits being made obtainable in some way in any future patch? I don't see any reason for this restriction.

More and especially more diverse traits would be nice aswell. Something that maybe gives +x % to organization while giving -x% to morale. Some traits that make an army go faster while consuming supplies at an higher rate. There are traits for generals leading tanks and for generals leading special untis. Why is there no 'general of the infantry' or 'general of the artillery' trait?
 
civil expense should scale to actual IC or your total manpower, not base IC. If you get a huge peacetime negative modifier you are double penalized b/c you need to spend too much on civil expenses. Same when you lack resources and your actual IC is lowered.
If you have unused manpower you generate money from that and can pay for a part of civil expenses. I don't want to worry about future resource inflow when building factories. If I lack resources I get a double penalty as the manpower is locked in unproductive factories and can't generate money and at the same time increases the need for consumer goods.

I would go further and make civil expenses even more depended on diplomatic sliders. Also dissent should be a bit harder to reduce for democratic governments.
This way IC peacetime penalty could be left for special cases and for certain events. Now it's too arbitrary.
 
I am rather sure, we already heard those ideas (quite a lot as I remember) but I want them so dearly I just want to remind:

u-boat pens would be a wonderful thing to build in harbour provinces
but maybe we could see a complete overhaul to the "harbour" concept?
something like harbour defences that reflects how good are ships protected from airattacks & maybe even u-boat raids (if they come into play)
or even several attributes of a harbour that can be enhanced by different buildings e.g. logistic efficiency (how quick supply and fuel of naval units can be replentished) , supply depot (how much can be stored there), supply put-through (if other units need to be supplied through this harbour), harbour security (against sub attacks, sabotage, AA against ship), sub pens (passive defence for ships/ subs),...

and: I would love to see a complete new convoy system with convoyships present on the map, that have their load (Ress, suplly, fuel) "on board" and really transport this stuff
Should include:
The loss of cargo (Ress, supply, fuel) when they are sunk
The ress are added to the pool of the receiver when (and if) they arrive ... and not instantanous as it is now
all of this should of course be automatic as it is now - no micromanagment needed :)