Going to be somewhat vague as I'm not a coder, and just list general features I'd like to see added or expanded upon.
ESPIONAGE SYSTEM
Political espionage:
ESPIONAGE SYSTEM
Political espionage:
- Overhaul to how you may influence the politics of other nations.
- Perhaps introduction of a point-system whereby larger more powerful nations get more espionage points and thereby can more easily influence smaller nations or prevent themselves being influenced (similar to HoI3 Leadership but just for Espionage).
- Staging coups would clearly be overhauled alongside this, but not sure on how specifically.
- Perhaps also the ability to attempt to assassinate ministers, generals or leaders (should be quite difficult to do).
- There would need to be an overhaul to the depth of the political system for this to be viable, whereby ministers are more dynamic and gain/lose experience based on their traits and proficiency in their assigned role.
- Sabotage of a countries relations with other countries or entire factions.
- Ability to support local partisans or resistance leaders.
- Sabotage of production lines.
- Sabotage of chain of command (reduces division organisation, or air mission efficiency, etc.).
- Sabotage supply trains: disrupts efficient flow of logistics.
- Not totally sure how this could work, might require an overhaul of the supply system.
- Ability to discover enemy military plans/objectives, troop locations/movements.
- Ability to counter-act spies operating in your own country.
- Ability to counter-act spies disrupting your activities in another country.
- Ability to spread false intelligence regarding military plans.
- Ability to steal research or get a boost towards it based on stolen plans.
- Ability to hamper research speed on a particular technology for the other nation.
- Introduction of money/currency.
- Money is used to purchase resources.
- Money is used to purchase production licences or actual equipment from other nations.
- Money is used to fund the war effort (maintenance, upkeep, etc.).
- Money could be used for espionage.
- Money could be used for technology/research.
- Money could be used for internal politics.
- Money available to a nation does not have to be a super complex system, it could be based on civilian factories and trading partners, e.g. civilian factories could generate money every hour, more CIC, more money.
- This could be integrated with the economy laws: War Economy and Total Economic Mobilisation reduce division upkeep lots but also reduce the money your CIC generate. Whereas Civilian Economy increases division upkeep a lot, but drastically improves the money your CIC generate. Thus giving players/AI an incentive to gear down once war is over.
- There is lots of scope here to be creative!
- World Tension system is far too general, the threat system from HoI3 made more sense. Brain-storm some ways on improving on that system, or other ways of overhauling world tension.
- Some problems with world tension that need resolution:
- It is too global.
- Once it goes up, it doesn't come down (even if there is only one Faction left in the entire world, or even if one country conquers the entire world).
- The AI declares wars to make use of claims even if it is non-sensical to do so, e.g. a beaten Germany declaring war again after having just lost the war.
- Maybe implement a war-exhaustion system: once you lose a war, you can't declare war for a significant amount of time (10 years?).
- This wouldn't apply to White Peace.
- Maybe implement a war-exhaustion system: once you lose a war, you can't declare war for a significant amount of time (10 years?).
- Overhaul peace-deal system, certain AI should be more willing to strike peace deals shy of total capitulation.
- Needs to be nuanced, some nations would never surrender short of total capitulation, e.g. Nazi Germany, Imperial Japan, Soviet Union.
- All equipment that historically would've used fuel should use fuel in-game, and be stranded/surfaced/slowed down if it runs out of fuel.
- No more Polish submarines in the Baltic cut off from supply but never surfaced/defeated.
- No more being able to drive Panzers to Moscow despite being in an oil deficit.
- Provinces should be the base unit of operation for the map in-game.
- Everything should be built on a province level (infrastructure, nuclear reactors, rocket sites, oil refineries, air bases, radar stations) like some already are (forts, coastal forts, naval bases).
- Shift+LMB builds one level in every province in a State.
- Re-balance cost of building accordingly.
- This will tie in later to weather overhaul and air-overhaul.
- Bring back province cards and name every province.
- Weather should be calculated on a province-by-province basis.
- The province card should list the province name, terrain, weather, temperature, wind strength/direction, and presence of mud or other relevant seasonal hazards.
- Air-wings should travel through provinces on the map towards their target locations, and can be intercepted, shot down, and fired upon by AA on the way.
- Remove air-zones entirely.
- Missions parameters are determined by 'painting' the provinces on the map you want the mission to operate over.
- RMB+drag for quick painting (Paint-By-Province; PBP).
- Shift+RMB to paint every province in a single state at once, can also drag the mouse to paint (Paint-by-State; PBS).
- Ctrl+RMB to paint every enemy province in range of the air base your air-wing is currently based at (Paint-All-Provinces; PAP).
- Certain missions have more options within, e.g. strategic bombing but you can exclude land forts as being targets, or infrastructure, etc.
- Not guaranteed to always hit designated targets, will depend on mission efficiency, recon, accuracy and luck.
- Field Marshals lead Theaters.
- Generals lead Army Groups and Armies.
- Theaters can have an unlimited amount of Army Groups or Armies attached.
- Army Groups can have up to 5 Armies attached.
- Armies otherwise act as they do now.
- Implement some basic trickle-down effects for the order of battle from Theater > Army Group > Army.
- It should be possible to accrue air and naval experience prior to war by exercising fleets and air wings.
- Army experience should not be required to edit division templates, which would allow players more scope to utilise variants.
- It should be possible to make variants of every piece of equipment, e.g. trucks, small arms, etc.
- I would like every nation to start off with their default tech having different starting strengths of tech, which can then be compounded upon or made up for by using variants.
- E.g. Soviet tanks by default have better armour than German tanks, but the Germans can expend Army Experience to create variants of their base tanks which have better Armour to match or beat the Soviets. The system doesn't have to be super historically accurate, but it would be nice to have a bit of variety between how nations play rather than the game acting as if a Sherman, T-34 and Panzer IV are all the same.
- Re-introduction of transport ships and landing craft.
- Dynamic trade routes that can change as per the players request or automatically to be more efficient/avoid convoy raiding.
- Introduction of coastal artillery which can be built on coastlines and will damage ships that come within range.
- Maybe these should be unique buildings that can only be built near straits: Suez Canal, Panama Canal, Baltic strait, Gibraltar - thus making getting into/out of these straits/canals very hazardous for surface ships.
- Again, sea-tiles should be on a province level and ships should travel through them as such (even when patrolling the region on a mission).
- All divisions should have an official designation, e.g. '1st Infantry Division' for a US Infantry Division. This is what the names will be ordered by when you select these divisions.
- But they should also have a nickname which is generated (but can be changed) from a pool of nicknames for that nation and displays under the official designation, e.g. 'Big Red One' for the '1st Infantry Division'.
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