Please make a good attempt at economy and implement these no brain improvements!pls

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Deathmachinept

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I have been a huge fan from Hearts of Iron series have even bought some duplicates copies when I couldn't find the game Cds for a few days XD. But since forever the economy, trading, allied faction support has been non-existent.. This makes neutral countries or small countries who banked on supplying and trading with the factions in WW2 not being able to do this in Hearts of Iron 3 without any significant benefices. There are are many other issues, unrealistic and anti-immersion features that I mention below that I would like to see added and corrected.

Create a simple money & economic model, were money has value and can be used in many features of the game like:

- Money printing(creates inflation similar to EU)
- Money value(from gold reserves + strategic resources + war resources reserves and production)

Money value would mimic multiple currencies while keeping just one money resource, this means that buying a ship with 20 units of money from Germany once US received them it would switch to 15 units of money for example.
Almost everything should be access with money so minor countries are not so left behind.

Allied, diplomacy and faction support

- Allies should be able to supply large bonuses in the creation of units like reducing 90% of IC cost or duration to simulate for example giving tanks or obsolete equipment, so that allies would only need to train the personnel to use them.
- Bring back the old HoI 2 blueprints of technologies giving a very large boost to technology research.
- Allied faction members should be able to sign research or production agreements that would make the research theory or production practical much closer among themselves
- Give well standing countries the ability to purchase with money a wide range of war units, resources bulk quantities, trade agreements, blueprints, theory and practical values.

End the morale vs organization non sense

- Morale - A unit can fight with high morale and low organization and not vice-versa, Morale should be the current organization, it should be affected when out of rations, losing constantly battles, losing men, attrition(weather,tropical,desert,..), when fighting superior numeric or technological forces, events, national unity and organization.
- Organization should be the fighting potential of a unit, it should be affect by generals skill, quality and quantity of officers, research, training, fully equipped(not damaged unit), how well and often supplied it is, how rested it is, combat experience, infrastructures, being subject of a bombing attack recently, recent change of commander or HQ structure.

Basically morale is a parent of organization and organization is affect by another group of factors and plays a decent role on morale too, so in the end morale means how long a unit can fight before breaking down or retreating, while organization would be how bad it would loose or how well it would win, this would simulate engagements were despite high moral they turn out to be very costly due to organization.

Resources, diplomatic relations, intelligence and leadership

- There should be a split between the supply resource to rations/food and ammunition, rations would damage morale while ammunition & fuel organization.
- Add captured equipment to resources as a usable buff to increase production of X unit
- Intelligence & diplomacy should be grouped and taken from leadership.
- Leadership would increase according to Manpower Growth(major factor)>investment(spending money+IC 2 bonuses)
- Leadership would be used to increase officers, train generals and research.

Logistics
- Add the ability to build trucks, supply trains that would handle just like convoys that could be destroyed by air and underground activities.
- Add the resource of captured equipment that would boost production of Units.
- Give the ability to create supply and resources depots instead of making them all in the capital opening possibilities for more strategies.

Combat
- Give the ability have a chance of capturing equipment when you surround units or provoke high attrition in one battle.
- Revamp surprise attacks they should be achieved by planning attacks like you did in HOI2 maybe weeks or months ahead just like it happen in the battle of the bulge and pearl harbor, it should have a massive impact.
- Revamp decoding surprise attacks, you should be automatically prompted on the minimap by at which time it will occur and units should get a significant and immediate bonus if they fought against the not surprised attack.

Historical Generals and game generated generals

- Make a distinction from historical generals and game generated generals
- You should be able to recruit generals even if these are not in the general database, they could simply had a standard face or the shadow of the officer cap hiding his face, then you could train in various field and skills
- You should be able to train any general at least in some areas, others would only be earned in combat.

Units
- Make engineers able to construct and improve infrastructure at no IC cost(only resource) like it happen in real life and the amazing feat of engineering with the road that connected Alaska to the rest of the united states.
- Give infantry the ability to build defenses/fortresses in the provinces maybe not to level 10 but to lvl 3 , engineers would do to lvl 8 and industry to lvl 10
- Remove militia research , combine it into Infantry like DiDays ICE did.

Add more DiDays ICE content Mod(still in many ways better than Hoi3)
- Add historical contexts, decisions and events like DiDay's ICE had that really made you learn very interesting and obscure events in WW2.
- Add assault guns or a specialized urban unit and anti fortress units like we had in real life with german assault guns, rocket shermans or flamethrowers vehicles.
- Add faction specific technology or traits.

Sound and immersion
- Add all previous HOI2+HOI3 music
- Add historical WW2 music from marching songs like Erika, Westerwald Marsch, V'put to Lily Marleen and We'll meet again
- Add a bad ass intro like HOI 2
- Replace battle sound with real new sounds and maybe even add small contextual videos with real or rendered footage.

UI
- Just add many more tooltips ingame.
- Real tutorials
- Pop up windows or generals like total war series have that tell you what is going on in a specific location and what you should do.
- Add scenario maps to the extend HOI2 had.

Please don't rush it make it polish, make sure you build upon the prequels and don't strip good features from the current HOI3 & old HOI 2 like the generals gaining traits in battle, scenarios map, good tutorials in HOI 4, I was really disappointing by HOI 3 deployment only with finest hour do I see as the stage that HOI 3 should be launched and If given the oportunity to choose between a fully stable and polished DiDays ICE mod I couldn't say which I would choose.

Probably this is already too late for any of these to get in the game since it seems everything is already on track and being build, I know some of these issues and features have been requested many times and still I doubt I will see them addressed.

I will hope the best for paradox and look forward for trying the game out btw it looks like AJ will review HOI 4 now if it gets release as HOI 3 he will ripped apart as it did with Rome 2 :laugh:;
DeathmachinePT
 
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I've always wanted to be able to pour money into R&D. Either into a specific tech, or across the board
 

guga912

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What I would really like is money to be more valuable, at least until one of the nations making a deal is at war, since once your nation is under attack you don't deliver planes which can be used by your forces, to a foreign country no matter how good the money is.
 

Deathmachinept

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What I would really like is money to be more valuable, at least until one of the nations making a deal is at war, since once your nation is under attack you don't deliver planes which can be used by your forces, to a foreign country no matter how good the money is.

Yeah that's what I wrote, money needs to have more uses it needs to pass hands and have a global value. As I mention big countries money would always value more than that of a smaller country but this value could go down if they print more money.

When countries traded that money to other countries the money value would be converted to the receiver money value.
 

guga912

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Yeah that's what I wrote, money needs to have more uses it needs to pass hands and have a global value. As I mention big countries money would always value more than that of a smaller country but this value could go down if they print more money.

When countries traded that money to other countries the money value would be converted to the receiver money value.

The only part I disagree with you is having different currencies, since having more then one would require a lot of economic modeling in a game that would benefit very little from it.
 

Deathmachinept

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The only part I disagree with you is having different currencies, since having more then one would require a lot of economic modeling in a game that would benefit very little from it.

Is not multiple currencies per se, it's your money value, the money resource would get adjusted once it get to you or changes countries. It's a simple conversion rate.
 

lobosrul

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A lot of that is either getting too far away from being a war game, or just plain adds too much detail to a grand strategy game. But:

- Allies should be able to supply large bonuses in the creation of units like reducing 90% of IC cost or duration to simulate for example giving tanks or obsolete equipment, so that allies would only need to train the personnel to use them.
- Bring back the old HoI 2 blueprints of technologies giving a very large boost to technology research.
- Allied faction members should be able to sign research or production agreements that would make the research theory or production practical much closer among themselves
- Give well standing countries to purchase true money a wide range of war units, resources bulk quantities, trade agreements, blueprints, theory and practical values

You can just give IC away to other countries in hoi3, I think that accomplished your first point.

The ability to get a large bonus in tech should be doable too. Either by another nation giving it to you (an ally), or stealing it with spies.

End the morale vs organization non sense

- Morale - A unit can fight with high morale and low organization and not vice-versa, Morale should be the current organization, it should be affected when out of rations, losing constantly battles, losing men, attrition(weather,tropical,desert,..), when fighting superior numeric or technological forces, events, national unity and organization.
- Organization should be the fighting potential of a unit, it should be affect by generals skill, quality and quantity of officers, research, training, fully equipped(not damaged unit), how well and often supplied it is, how rested it is, combat experience, infrastructures, being subject of a bombing attack recently, recent change of commander or HQ structure.

Something simpler I think. Morale should be a function of how quickly a unit regains org, and how likely it is to shatter given a certain amount of damage. IE a very high morale unit just won't shatter until it has suffered 50% casualties. Then once its below that there is a 1% chance each day, and as it takes more losses the more likely it is to shatter. A low moral unit might have a small % chance to shatter if its taken just 20% casualties.


[
B]Historical Generals and game generated generals[/B]

- Make a distinction from historical generals and game generated generals
- You should be able to recruit generals even if these are not in the general database, they could simply had a standard face or the shadow of the officer cap hiding his face, then you could train in various field and skills
- You should be able to train any general at least in some areas, others would only be earned in combat.

It was a limitation of hoi3 that you're just screwed if your country has lousy, or too few generals. A quicker system for getting generals traits and experience through combat. Also, no more assigning an admiral to a submarine to get him to lvl 10 please.

Units
- Make engineers able to construct and improve infrastructure at no IC cost(only resource) like it happen in real life and the amazing feat of engineering with the road that connected Alaska to the rest of the united states.
- Give infantry the ability to build defenses/fortresses in the provinces maybe not to level 10 but to lvl 3 , engineers would do to lvl 8 and industry to lvl 10
- Remove militia research , combine it into Infantry like DiDays ICE did.

I don't think combat engineers assigned to divisons ever did anything like the Alaska highway...

Infantry can dig in which gives them a nice bonus. Honestly I think building infrastructure and defenses should cost IC, not just letting a spare infantry division thats there build it up.

And, yes for the love of god. No more separate techs for militia, garrison and infantry. With the new system of building arms and then assigning them to units, it would be nice to be able to give "hand me downs" to your rear guard units.


Add more DiDays ICE content Mod(still in many ways better than Hoi3)
- Add historical contexts, decisions and events like DiDay's ICE had that really made you learn very interesting and obscure events in WW2.
- Add assault guns, specialized urban units and anti defenses units like we had in real life with german assault guns, rockets shermans or flamethrowers vehicles.
- Add faction specific technology or traits.

Some mods did this in hoi3 (ie Diday's ICE, obviously). There is a balance between too few units, and going overboard with units that serve little purpose. I think ICE went a bit overboard here IMO. Flamethrower vehicles for example would probably be best left as tech that improves your mechanized units soft attacks.

Sound and immersion
- Add all previous HOI2+HOI3 music
- Add historical WW2 music from marching songs like Erika, Westerwald Marsch, V'put to Lily Marleen and We'll meet again
- Add a bad ass intro like HOI 2
- Replace battle sound with real new sounds and maybe even add small contextual videos with real or rendered footage.

Yes please! Only, this is probably going to be limited to music that is out of copyright. I wouldn't expect Paradox to be handing out cash to license music.
 

Deathmachinept

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A lot of that is either getting too far away from being a war game, or just plain adds too much detail to a grand strategy game. But:
Well you just mention it is suppose to me a grand strategy game , think you know what grand means dont you :rolleyes: but economy and money value when trading was a big thing in WW2. Money and money creation needs a big overhaul it should have many purposes so that minor countries can focus on supply the nations at war getting money and modernizing themselves


lobosrul said:
You can just give IC away to other countries in hoi3, I think that accomplished your first point.
I think it's better delegating specific units production than giving a general IC, I might not be willing to give IC so that a minor country creates more units than it can handle or to create units that would not help me in any way. One think that happen in WW2 is that experience engineers or scientists would travel and shared information and knowledge with other allies to help produce more capable equipment or improve it. A way to model this would be by signing a pact that would share the practicals and theories like 80% of their value.


lobosrul said:
Something simpler I think. Morale should be a function of how quickly a unit regains org, and how likely it is to shatter given a certain amount of damage. IE a very high morale unit just won't shatter until it has suffered 50% casualties. Then once its below that there is a 1% chance each day, and as it takes more losses the more likely it is to shatter. A low moral unit might have a small % chance to shatter if its taken just 20% casualties.
Yeah that's kinda of what I said(morale breaks and routes units but organization is tied to how much potential damage they do) but you put it in a simpler way :) but what would affect morale & organization in your opinion? Morale can't be just about researching techs :( it's something that varies and is quite dynamic, adjusted to the conditions on the ground and the war too.

lobosrul said:
I don't think combat engineers assigned to divisons ever did anything like the Alaska highway...

Infantry can dig in which gives them a nice bonus. Honestly I think building infrastructure and defenses should cost IC, not just letting a spare infantry division thats there build it up.
AFAIK in HOI3 there isn't anything called combat engineers they are called engineers, the line that crosses between combat engineers and engineers is difficult to spot at best, some countries had them and had specific training others were just engineers that were used on the frontlines..

If you think about in real life when infantry moved after building defenses(trenches, infatry holes, atg emplacements, minefields, anti tank defenses) would those defenses disappear if they moved? and would other units use those defenses? the answer is no and yes but in HOI3 the minute you move your unit the defense bonus is gone, so the right why to simulate building and entrenching units is by actually building those defenses in provinces by infantry and no IC cost at least the first levels.

1, 2 lvl of Defenses ( Infantry build)
3-6 lvl of defenses ( Engineers build + total resource cost)
7-10 lvl of Defenses ( Industry build)

lobosrul said:
Some mods did this in hoi3 (ie Diday's ICE, obviously). There is a balance between too few units, and going overboard with units that serve little purpose. I think ICE went a bit overboard here IMO. Flamethrower vehicles for example would probably be best left as tech that improves your mechanized units soft attacks.
I only asked for a unit specialized unit in urban warfare and was telling what it be since not all countries have assault guns and a way for that could be flamethrowers vehicles.

lobosrul said:
Yes please! Only, this is probably going to be limited to music that is out of copyright. I wouldn't expect Paradox to be handing out cash to license music.
Think some is and some isn't.
 
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