Welcome back! After my first QOL wish list (see here: https://forum.paradoxplaza.com/forum/threads/qol-wish-list.1426415/), I've come up with a few more. Rather than constantly adding new additions to the original post, I decided to make a new one. So, without further ado:
16. Two lists of states.
Right now if I have a sprawling empire, and want to build stuff in far-flung states, then I have to already know where all the states are, or at least know their names to search them. I'd suggest adding a second search list which is only the states that I control. If I can click-and-fly to them, then that'll help new players with organization and administration.
This can also be achieved via a check box for "show only my states" in the existing search bar.
17. Three changes to continuous National Foci
The continuous national foci are a useful tool, and I'd like to propose 2 new additions, as well as an upgrade to an existing one:
Right now, available manpower is fairly constant along the lines of the nation's conscription laws. IRL, this tends to fluctuate, and this should allow countries with high war support to send out a call for volunteers as a political decision, which would temporarily spike the number of manpower available. Likewise, low war support countries would have a reduction in available manpower as draft-dodgers multiply.
19. Allow design companies to influence variants.
Right now, if I research a tank with one design company, I can't use another company to develop a specialized variant. Same with airplanes and ships. This would be a useful tool.
Edit: 20. Add progression to prospecting the same resource in the same state.
If I am prospecting for aluminum in State X, and only need level-2 extraction tech, then if I want to expand/increase production of that same resource in the state, then I should be required to take level-3 extraction, to avoid giving the appearance that there's a bug.
forum.paradoxplaza.com
Edit: 21. Add Terrain Warfare schools
IRL,many nations established schools to train for specific types of warfare, and it'd be neat to have that option in-game. There'd only be one school per terrain type, require that particular terrain within its state, and only one would be allowed per nation. Divisions that train in a state with a terrain school would get a bonus to mobility, reconnaissance, and initiative for that terrain type.
Edit: 22. Automobile manufacturers don't just reduce research speed
Right now, if I start playing as a country that already has motorized, there is no reason to choose an automobile manufacturer as my industrial concern. There is so little use for the research bonus, it's a waste of space. I'd suggest making it boost infrastructure construction and reduce production costs by 5-15% instead.
Thoughts?
16. Two lists of states.
Right now if I have a sprawling empire, and want to build stuff in far-flung states, then I have to already know where all the states are, or at least know their names to search them. I'd suggest adding a second search list which is only the states that I control. If I can click-and-fly to them, then that'll help new players with organization and administration.
This can also be achieved via a check box for "show only my states" in the existing search bar.
17. Three changes to continuous National Foci
The continuous national foci are a useful tool, and I'd like to propose 2 new additions, as well as an upgrade to an existing one:
- Add a focus to increase subjects' autonomy. We can currently decrease it, but not actively increase it.
- Add a focus for heavy industry construction speed (nuclear, synthetic refineries, fuel silos, and possibly civilian factories). The existing construction focus would be renamed "Military construction" since it deals with infrastructure, forts, airfields,and naval bases (it would cede its ability to construct heavy industry's buildings)
- When "Army Training" is activated, XP earned by exercising is doubled.
Right now, available manpower is fairly constant along the lines of the nation's conscription laws. IRL, this tends to fluctuate, and this should allow countries with high war support to send out a call for volunteers as a political decision, which would temporarily spike the number of manpower available. Likewise, low war support countries would have a reduction in available manpower as draft-dodgers multiply.
19. Allow design companies to influence variants.
Right now, if I research a tank with one design company, I can't use another company to develop a specialized variant. Same with airplanes and ships. This would be a useful tool.
Edit: 20. Add progression to prospecting the same resource in the same state.
If I am prospecting for aluminum in State X, and only need level-2 extraction tech, then if I want to expand/increase production of that same resource in the state, then I should be required to take level-3 extraction, to avoid giving the appearance that there's a bug.
Prospecting for resources QoL
I was playing a game earlier today as the USA, and went to prospect for aluminum in 4 states (NY, AR, TN, and WA). As I was prospecting, I noticed an odd pattern: as soon as the timer finished, they immediately reappeared as they were before...
Edit: 21. Add Terrain Warfare schools
IRL,many nations established schools to train for specific types of warfare, and it'd be neat to have that option in-game. There'd only be one school per terrain type, require that particular terrain within its state, and only one would be allowed per nation. Divisions that train in a state with a terrain school would get a bonus to mobility, reconnaissance, and initiative for that terrain type.
Edit: 22. Automobile manufacturers don't just reduce research speed
Right now, if I start playing as a country that already has motorized, there is no reason to choose an automobile manufacturer as my industrial concern. There is so little use for the research bonus, it's a waste of space. I'd suggest making it boost infrastructure construction and reduce production costs by 5-15% instead.
Thoughts?
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