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Michael Gladius

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1. Split "Reinforcements" 3 ways

Right now, Reinforcements are handled under a single command. The toggle feature should be split between the Army, Navy, and Air force for reinforcement priorities.

2. Access controls on Airfields and States

Lots of players complain about the AI clogging up their supply lines and airfields, so let's copy the naval access controls.

Existing Naval Version:
Hoi4 Naval terrain.jpg

Applied to States (yellow allows Allies strategic movement but does not allow them to form front lines):

Hoi4 State Access.png


Applied to Airfields:

Hoi4 Airfields Access.png


3. Lateral boundaries for Spearheads

Currently, when the AI forms battleplans, divisions love to wander around willy-nilly, and players can only herd the cats by issuing direct orders (i.e., micromanagement). Having the ability to decide lateral parameters for spearheads would be an acceptable minimum, although these would also be equally applicable to regular battleplans.

4. Artillery affects organization

Artillery inflicts roughly 85% of casualties in modern warfare, but even when it doesn't kill it can use indirect fire to disrupt an attack and cause attacks to go in piecemeal. In this sense, it should be similar to how air superiority reduces divisional organization. Armor, entrenchments, and fortifications would obviously reduce this effect, leaving unarmored forces in the open very vulnerable.

5. All cruisers get the same number of dockyard build slots

If light and heavy cruisers are using the same hulls, then it only makes sense to have them both use the same number of dockyards to build.

6. Naval bases should be only able to repair ships with a certain amount of damage

A level 1 naval base should not be able to repair a battleship with 85% damage. I propose scaling the damage levels to the level of naval base:

7. Coastal Artillery

We have state anti-air, we also need state coastal artillery to ward off pesky naval invasions...

Edit: bracket/ladder shooting, shell dyes, and heavy cruiser gun techs improve coastal artillery like how upgrading AA tech improves state AA.

8. Ability to have negative command power when using generals' traits

We can have negative political power, but not negative command power. This makes using commanders' traits for larger armies mathematically impossible, rather than a massive gamble that has long-lasting consequences in the event of failure.

9. The presence of destroyers and submarines in a fleet can reduce casualties from sinking ships.

When a ship sinks, it usually sends out a distress signal and friendly ships will attempt rescues. This normally fell to small, speedy boats like destroyers and even submarines. They will appear in whichever position (screen, battle line, carrier, etc.) the ship sank, and wouldnot contribute their stats to the battle while rescuing sailors. They would not be able to rescue and retreat simultaneously. Same goes for convoy raids.

10. Armored Support Companies

Divisions should be able to add SPGs, SPAA, and SPAT, along with heavy tanks as support companies. Heavy tanks as support companies would be a good abstraction of how the French Army employed their heavy tanks in 1940, as well as how the Germans began to employ theirs on the Eastern Front towards the end of the war.

11. Marine Techs also affect Amtraks (edit)

Right now, amtrak battalions (which are really just mechanized Marine battalions) don't receive any upgrades when Marines are researched/improved. Since they still count towards the special forces cap, they should get the same upgrades.

12. Auto-level up for tanks/planes/ships (edit)

If I research a new tech for a tank or airplane, then I have to manually upgrade it. If I don't want to lose 49 days of production, then I have to wait until it finishes producing that individual vehicle, then manually switch it. A toggle feature allowing me to automatically set it to instantly upgrade, upgrade after finishing current product, or manual upgrade would be very convenient.

13. American War Plans rearrangement (edit)

Right now, War Plan Crimson is only accessible from "Intervention in the Americas" and War Plan White is only accessible from "Intervention in Europe." I'd like to suggest allowing the war plans against Canada to be accessible from both "Intervention in the Americas" and "in Europe," due to its close ties to War Plan Red. War Plan White would, in the same vein, be accessible from both "Intervention in Europe" and "in Asia."

14. Counter-resistance political decisions not locked to LaR (edit).

Right now, there is no way to proactively reduce resistance, and rebel fighters can slaughter battalions with outrageous ease. For those who do not have LaR, there need to be political decisions to counter this, and agents in LaR need to be buffed/balanced correspondingly.
https://forum.paradoxplaza.com/forum/threads/political-decisions-to-affect-resistance.1406054/


15. Rearrange/polish some generals' traits (edit)

Right now, there are some counterintuitive locations for generals' traits. A simple fix would make them more intuitive:



And a bonus with more general trait ideas: https://forum.paradoxplaza.com/forum/threads/improved-general-traits-greater-variety.1189338/
 
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Jays298

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These are all a good idea.

The greatest issue I have are front line assignments shrinking, growing, doubling (encirclements or neutrals blocking), or moving.

I've noticed that the front line grow as the army advances. Which is what you want for a defensive army but not necessarily for an army full of tanks. What started as a three territory wide front line turns into 10-15 after they advance a little and has to be redrawn every time so that they advance in a straight line and leave the defenses for a different army.

Granted I don't have the Spearhead DLC. But if that command worked people wouldn't still be microing every tank movement.
 
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frscltngdsklght

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These are all a good idea.

The greatest issue I have are front line assignments shrinking, growing, doubling (encirclements or neutrals blocking), or moving.

I've noticed that the front line grow as the army advances. Which is what you want for a defensive army but not necessarily for an army full of tanks. What started as a three territory wide front line turns into 10-15 after they advance a little and has to be redrawn every time so that they advance in a straight line and leave the defenses for a different army.

Granted I don't have the Spearhead DLC. But if that command worked people wouldn't still be microing every tank movement.


Spearhead mitigates the issue temporarily because units will continue to advance until the spearhead order is completed and don't try to defend the new frontline. As soon as the spearhead order is completed though they will spread out over the entirety of the expanded frontline unless you manually resize it.
 
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Shaka of Carthage

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1. Entrenched cavalry doesn't make any sense.

Does entrenched Motorized Infantry make sense? Same concept. The horses are just a means of transport, not a vehicle to enter battle in.

2. Cavalry logistics and armored cars logistics.

What exactly do you see as a problem here.

3. Supply Deposits - from those you'd get the supply chain going.

Assume you mean to replace the Capital as the supply source. Or in effect, a land version of a port. I can see that. Assume it would also increase the supply throughput of the province, then maybe not, since it would be a supply source.
 
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Does entrenched Motorized Infantry make sense? Same concept. The horses are just a means of transport, not a vehicle to enter battle in.



What exactly do you see as a problem here.



Assume you mean to replace the Capital as the supply source. Or in effect, a land version of a port. I can see that. Assume it would also increase the supply throughput of the province, then maybe not, since it would be a supply source.

By entrenched cavalry i meant the usage of entrenchment tools by pure cavalry units; and by cavalry and armored logistic support units i meant to expand the support companies like they did with recon support.
 

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1. Entrenched cavalry doesn't make any sense.
The horses or camels are just the means to get from point A to point B, same as jeeps, trucks, boats, or skis. The idea of WWII cavalry actually fighting or charging on horse/camelback is a myth from the Polish campaign. So yes, you can have infantry ride to some location and then dig trenches and whatnot with their mounts safe behind their lines.

Not sure what you mean with cavalry/armoured car logistics, sorry.

Agree that we need the ability to build-up supplies on the frontlines, or, well, wherever we need large supply depots.
 
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justtxyank

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The horses or camels are just the means to get from point A to point B, same as jeeps, trucks, boats, or skis. The idea of WWII cavalry actually fighting or charging on horse/camelback is a myth from the Polish campaign. So yes, you can have infantry ride to some location and then dig trenches and whatnot with their mounts safe behind their lines.

Not sure what you mean with cavalry/armoured car logistics, sorry.

Agree that we need the ability to build-up supplies on the frontlines, or, well, wherever we need large supply depots.

You are right, but want to point out that Italy did actually wage a famous cavalry charge against the Soviet Union in WW2.
 

Shaka of Carthage

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Italy did actually wage a famous cavalry charge against the Soviet Union in WW2

The "myth" of the Polish cavalry charge does have some basis in facts. A Polish cavalry brigade moving towards its objective, realized that a German division had moved past them, exposing its flank (or rear). The cavalry, eager to use their lances, did ride down a German infantry battalion. They then encountered German armored cars. I think this is where the rumor started that the Polish Lancers foolishly charged German tanks. Makes a better story than having to explain how a infantry bn got "ambushed".
 
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QOL wish list PLUS:
1: Land convoys as well as roads and the ability to sabotage the roads and convoys (like the naval one)

2: Not only coastal artillery but artillery batteries and cannons, we can make an abstraction of these things to not have too much options for the player to handle.

3: The mannpower lost will not only count the killed but the prisoners of war too and the ability to surrender units in a pocket.

4: More options in peace treaties like limiting the army, navy, air force, damage their industry, etc.

5: Repairing units like tanks, mechanized, mot and air wing.

6: Coal and rations added (soldier rations) (Coal for igniting refineries)

7: A more hardful AI and AI allies (ik this is difficult one, but it is true that need to be improved)
 
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STABBY5

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We can have negative political power, but not negative command power. This makes using commanders' traits for larger armies mathematically impossible, rather than a massive gamble that has long-lasting consequences in the event of failure.
This was done purposefully to discourage 40 widths.
Divisions should be able to add SPGs, SPAA, and SPAT, along with heavy tanks. Heavy tanks as support companies would be a good abstraction of how the French Army employed their heavy tanks in 1940, as well as how the Germans began to employ theirs on the Eastern Front towards the end of the war.
The game really needs an attachment system for things like heavy tanks. I wouldn't mind those as support companies though. I feel like we need one more slot for support companies in general.
 
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him_15

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1. Ability to limit AI allies usage of own port and airport.

2. Add coastal gun.

3. More general and admiral for most regional and minor nations.

4. Better AI defending on key location.

5. Better AI division template.

6. Higher cost for building high level fort and coastal fort.

7. Higher cost for building fort on certain terrain.

8. Improve late game division spam.
 

Michael Gladius

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Bonus question - does someone believe ability to for example create 7 airwings of 100 planes instead of just one with 700 planes improves the game somehow? Or is it just useless micro?

Not really relevent to the thread- I suggest a new thread for that question.

1. Entrenched cavalry doesn't make any sense.

2. Cavalry logistics and armored cars logistics.

3. Supply Deposits - from those you'd get the supply chain going.

4. Sub-ideologies:
For example - your country is 80% dem and 20% fas so your government would be democratic but anti-semitic.
Ruling party (rp) + second largest party (sp) com would be different ideologies, let me explain on examples.

Rp - dem
Sp - com
Social democracy (social democratic?)

Rp - dem
Sp - monarchism
Democratic monarchism (like modernday EU)

Rp - dem
Sp - fas
Anti-semitic democracy (like modernday USA, as they claim to be democratic)

Rp - dem
Sp - non-al
?

Rp - dem
Sp - no (100% dem)
?

1. Cavalry dismounts to entrench.

2. Do you mean horse-drawn logistics companies?

3-4. Not QOL-related. That's for a new patch /DLC. Please stay on topic, and reserve these for separate threads.
 

Michael Gladius

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This was done purposefully to discourage 40 widths.

Not working as well as they'd hoped, eh? :p

The game really needs an attachment system for things like heavy tanks. I wouldn't mind those as support companies though. I feel like we need one more slot for support companies in general.

I'd go so far as to say that one of the columns needs to be converted from combat to support- 20 combat battalions max, 10 support.
 
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frscltngdsklght

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1. Filterable combat log (Army Group, Army, Attack/Defending)

2. Details Menu for Sea Zones in Naval Map Mode (Similar to the air details graphs. Summary of ships lost, convoys killed etc.)

3. Total Supply weight of army (Could be next to where fuel usage is displayed when an army is selected.)

4. Summary of equipment in deployment queue. (As far as I know there isn't currently an easy way to see this.)

5. Total manpower of subjects displayed in manpower cursor tooltip. (Or just a notification when subjects finally change conscription laws.)
 
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