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:

Applied to States (yellow allows Allies strategic movement but does not allow them to form front lines):
Applied to Airfields:
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.
forum.paradoxplaza.com
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/
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:
Applied to States (yellow allows Allies strategic movement but does not allow them to form front lines):
Applied to Airfields:
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.
Heavy Cruisers: 5 or 10 shipyards?
Heavy Cruisers are in a bit of an awkward place. They can only be built with 5 dockyards like other capital ships, but are quite weak in an actual capital ship duel. If I'm going to build capital ships, a single battlecruiser/heavy ship hull is...
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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