Umm, explain to me how you could use CIC as it currently is to do one-time purchase agreements for a certain amount of materiel. What, you loan them the factory for a certain amount of time in exchange for a certain amount of materiel? That just seems needlessly complex, just add money! Another thing is that money, and unit maintenance/upkeep cost, would be a great way of limiting division spam (particularly in the late game) and a potentially a good way of forcing countries to scale down their war readiness once a war ends. Currently, a country can continue to spam divisions as long as it has equipment and manpower (and late-game, if you've won WWII, you will have a ridiculous amount of equipment and manpower and could field a stupidly high amount of divisions) - upkeep costs, maybe scaling with size/amount of divisions and being effected by enacted laws, could potentially help solve that issue. In terms of enacted laws, War Economy and Total Economic Mobilisation could reduce the money your CICs generate, but decrease upkeep costs for military units, whereas Civilian economy could do the opposite (increased military upkeep, but increased CIC money generation). Thus, an incentive to scale back laws once war is over (more money!) money could potentially be used for espionage, internal politics, technology/research, etc. There is LOADS of scope to be creative here. Far more creative than if you try to do all this with CIC.
So, now you have reached a point where I finally can agree to you.

But that's basically because you're now mentioning (for the first time) domestic economy (besides of troop upkeep where imo the current system with the need of producing equipment to keep them fighting is sufficient). With integrating domestic economy, trade, diplomacy and the other things you're mentioning (and if the dependencies of those are well elaborated) I agree that another currency besides of IC might be useful and actually add depth to the game. And not just adding money because there has to be money.
Well, great, then we agree the change should be implemented because it doesn't materially negatively effect players who prefer to play the way you do.
No, we agree that it
could be implemented without any harm. Since I don't see any improvement compared to the current system I can't say it
should.
I'm sorry being pedantic here, but it's a significant difference to me.
You will always have to adjust your planes anyway because of air-zones, just more or less frequently depending on the size of the air-zones. With my proposed system you could fire and forget using the option to run the mission over every enemy province within range (only having to re-base from air-base to air-base - which you do now anyway), or just use the State-painting tool to paint a very large area of operation. Combined with your proposal to let the AI do all that for you, which I'm not opposed to though I'd never support using it, everyone would be happy. Don't be contrarian just to defend a game your invested in when legitimate improvements can and should be made.
So basically you're proposing to make the air zones extremely small (i.e. air zone = province) and keep everything else unchanged. Well, besides of adding the "attack everything in range"-option. Which is useless. And I think you know that.
Increasing the amount of air zones and thus decreasing their size results in having to adapt the deployments even more often than now. Which is fine and needed to a certain degree. Which is why I approve the current development of dividing some of the existing air zones in smaller ones. Your proposal is just overshooting, I think. I might be wrong, ofc.
However, I am not contrarian to defend the game (and never was). It's worse. I'm contrarian because I don't see an improvement in your proposals to the current system - which does NOT mean that I think the current systems are perfect and cannot be improved.
And you might have noticed that, if I thought your arguments being convincing or if you elaborated your ideas some more (as the economics part above), I eventually agreed to you on some points or we found some compromises. That's what such a platform is for.
On the point of micro v macro, time to face the facts that a player good at micro will always beat a player who relies on macro. That's just the way it is, and if you let the AI fight your battles for you a good player will always win, assuming all other things being equal. Secondly, it's supposed to be a grand strategy, it should (and does! *cough*encirclements*cough*) reward players who are willing to spend the time to micro, or to go off and do the math. Both CK2 and EU4, and all other grand strategy games, and even RTS and turn-based strategy games in general reward that.
I am aware of all that points. However "That's just the way it is" is not a good argument. It's no easy task to satisfy "micros" and "macros" in equal measure and in general one of those two will suffer more or less. However, you have to be aware that HoI IV was advertised as being more on a macro scale in comparison to the other titles. HoI III (or CK II and EU IV for that matter) lacks the tools for many macro stuff (e.g. battle planer). Which is/was fine because it is/was designed that way and suits the targeted audience. HoI IV is designed differently and targets another audience. It tries to be a satisfying experience for the "older" audiences as well. Which is no easy task. But the more the "oldies" are getting satisfied the more the "newbies" are being repelled. Especially if both groups meet in competition.
And GSG does not mean "do everything by yourself". Mind you it doesn't mean "let the AI handle that for you", either.
In fact I am personally more on the micro-side and I approve micro. But that doesn't matter for the argument.
elektrizikekswerk said:
We simply have a disagreement in terminology here, I think. A transport transports things from port A to port B. If these things are troops or resources or weapons doesn't matter.
Landing craft on the other hand are needed for the invasion you mentioned. I simply don't see the need for separation of transport and convoy.
No it very much matters, some nations have loads of convoys at the start of the game, and so if convoys can still transport troops they could still pull off gamey manoeuvres. Maybe let convoys transport troops but not ever for naval invasions.
Naval invasions should require landing craft which no nation should have at the start of the game and should not be possible to build until a few years in unless rushing the tech from day 1 to get it earlier (earlier as in 1938 instead of 1939/1940 or something).
Now, why exactly did you say "no"? You basically repeated what I said. I don't see any "gamey manouvers" here...
Let me rephrase my question: What is - in your opinion - the difference between a transport and a convoy that is significant enough to justify a separation of those two?