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Kaoru Nagisa

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EDIT: I have apparently misjudged how eager some of you are to post as much as I have! This is both encouraging, and a minorly-embarrassing faux pas on my part. As such, I'm including links here to most of the posts on this first page, and may continue to update this if people fill pages with huge posts further on in the thread.

Opening Post (Isolated) - Naval and Air Command-Chains (Graphic illustrations included!)

Explorations of a Battalion System (Image-Heavy Post!)

angj57's Politics & Intelligence Suggestions

wangdus's Megalist of HoI3-Expansion-HoI4 Suggestions

wangdus' suggestions for a new combat engine

jmshaub's Diplomacy Problems & Solutions

Hicham's Translated Feature & Request List

PanzerWilly's Suggestion for Neutrality Uses

In addition, here are some interesting external links to other pertinent discussions slightly outside the scope of a general-purpose topic. You can be added to this by requesting such in a PM or in the topic, I'll try to respond in a timely manner. I will, however, note when a given topic does not address Semper Fi.

Modder Wishes for Semper Fi

Suggestions Regarding Medium Powers (Delra's thread, but others have contributed their ideas as well)

Cpack's Feature Suggestions & Discussion (Because I didn't feel right just trying to jack those questions out of an ongoing debate thread)

Hicham's Dreams for Future Expansions & HoI4 (Not Semper-Fi Related)


The purpose of this thread is to serve as a clearing-house for the suggestion of features for Semper Fi, and discussion of the pros and cons of those features. I noticed that we had a couple other SF megathreads, but none for what you really want to see in the game. There's only about a month, most likely, before Semper Fi is declared 'feature-complete', so chances are they aren't going to be doing anything gigantic - try to keep your suggestions somewhat reasonable.

This is not, however, just a 'list what you want and leave' thread. Please include at least one (1) reason, or more, that you think this feature would be a good addition to Hearts of Iron 3, and, for bonus points, include at least one reason you think it might not be such a great idea (impractical, complicated, hard to understand, etcetera). Feel free to include pictures, as I have.

Feel free to get as in-depth or stay as shallow as you want. Feel free to repeat ideas, or reasons, or expand on someone else's reason, and above all, if you come in, be prepared to be agreed and disagreed with - if you see something someone else has suggested you don't think is such a great idea, feel free to say so, and why you think so. Keep civil, but let the ideas flow. Without further ado, let's go.

I'll get the ball rolling with something I was going to post in DD #2, but decided would be better off having its own thread. I'll probably go on to support this throughout future development diaries, because I think it's a very important and worthwhile feature. The below is organized using colors and bold font, to make it easier to navigate. You don't have to get anywhere near as involved as I have, obviously. =P Feel free to if you want, though.


I. Separate Land/Naval/Air Chains of Command
Yeah, this again! The basis of this suggestion is: Create separate chains-of-command for land forces, naval forces, and air forces. Pretty straightforward in concept. Johan has gone on record (during the live interview) to state that Paradox has no current plans to include this feature in the expansion.

Why Not?

New Command Bonuses Needed
In execution, this is actually trickier than it sounds. I can understand why Paradox isn't entirely gung-ho for this - there are a lot of things working against it. To start off with, entirely new systems of bonuses and benefits, and levels, would have to be designed for these new chains of command (similar to the cooperation, supply, reinforcement, etcetera bonuses given for land-command levels). Most of the bonuses granted by land commands are useless for air and naval forces, so this'd have to change.

Force Makeup Problems
Second, because of the way wings of air-groups, and task forces of naval fleets are designed in-game and out, they're a lot harder to deal with. A division is made up of a certain number of brigades, which is set in game. You thus have a division to build all of the higher-tier command-structures around, a nice, pretty, concrete assembly.


But there's no (hardcoded) limit to how many air wings can be in a group, nor how many ships can be in a fleet. (There's just a limit to how many can be commanded, and how many you add before the stacking penalty completely destroys your effectiveness.) And imposing this sort of limit includes headaches of its own. Even just at the corps level and above - if you have four fleets of 8 ships each, just using the land system, they'd be exactly as logistically-taxing to your HQ (that is, easily commanded) as four fleets of 30 ships each. That's hardly realistic (or fun).


What if you try to built a fleet like a division, limited with a certain number of ships, do you then have to co-ordinate two, say, four-ship fleets together, un-merged, for naval operations? That sounds sort of like a headache, like moving aircraft carriers and battleships separately, or moving destroyers and battleships separately. It'd be micromanagement hell, and nobody wants that.

Not Enough Commanders, Landbound HQs
There's also the problem of commanders. Already, a lot of players have problems with the availability (or lack thereof) of air and naval commanders, without any HQ structure. That problem gets a lot worse if, for optimum use, you have to use up some of your precious admirals and air generals for land-bound HQ duties. Which brings up another problem. These HQ units, they are going to be land-bound, right? They won't sail, or fly. So what happens when you rebase your airforce or fleet halfway across a continent? Or halfway around the globe? Well, you'd better have a landroute to strategically redeploy over, or transports ready to move it. Otherwise, that HQ with its valuable general is going to be of absolutely zero use to your forces.


Wow! Considering all of the problems and headaches to overcome with the separate-commands issue, I can personally see why Paradox currently goes with the policy of attaching your air forces and fleets to the appropriate-level land HQ and just using and organizing them that way. Because Paradox's official policy is that the command apparatus and logistical crew of wings and fleets is an organic part of the unit in-game, already, to their eyes the system works and works well.


After all, some of the majors in-game (Japan, USA) didn't even have separate airforces, though others (UK, France, Germany, Italy, Soviet Union) did. In implementing this for all countries, it could technically reduce historicity in some cases.

Then How To Work It?

So, obviously, there's got to be a bevy of solutions to the above headaches and issues in order to go forward. Let's solve the proposed issues above one-by-one, to start.

Command Bonuses
There's no easy way to say this, but: This is just going to be a problem. New command bonuses will need to be programmed, and new levels assigned. As to levels, though, well, they exist, so it's just a matter of implementing them, as this page (Wikipedia Article) shows. I personally think an "Admiralty -> Theatre Fleet -> Battlefleet / Numbered Fleet -> Task Force -> Task Group (Divisional Unit)" (Four HQs above divisional-level units) arrangement would work for fleets, and a "Regional Command -> Numbered Air Force -> Air Corps -> Wing / Airgroup (Divisional Unit)" (Three HQs above divisional-level units) arrangement would work for the air force. However, the highest-tier elements of the naval grouping (Admiralty) may be superfluous, and thus unnecessary, feel free to comment if you feel likewise.


As for command bonuses, unless Paradox just wants to go with the perfectly-workable trait-spreading-and-sharing function for the only benefit of air and naval commands, yeah, they'd need new bonuses, because most of the land-HQ command bonuses are useless to naval and air forces. However, considering the usefulness of shared traits, I do think Paradox could get away with this.


A. Thoughts On The Navy

Force Building Issues - Navy
But that still leaves the issue of how to set up the actual components of a chain of command - how many fleets, or wings, and how to deal with the problem of there being no limit to how many ships or wings you can put in a given fleet or airgroup (while ignoring command limits).


I'm going to address the Navy and the Air Force separately, but an image is worth a thousand words. This is part of my answer to this problem.
4528876501_7964ddb32d_o.jpg


To take this bit by bit, let's start with the naval side of things. Whereas land corps, armies, and army groups are relatively-permanent formations that involve the same men (sans casualties), equipment, and the like for long periods of time, naval formations tend to be more ad-hoc and spur-of-the-moment. Merely mirroring the land-based system would, in my eyes, be unnecessarily (and potentially annoyingly) restrictive. Something new is needed.


Depicted above is one possibility for that 'something new'. How it works is this: As suggested above, we take the Task Group as our 'division' for fleets, because task groups tend to be the smallest independent and balanced groupings - there are smaller ones, flotillas and the like, but flotillas are already abstracted in destroyer-and-submarine groupings, and thus I don't consider them right for the scale of this. It'd be like trying to make a corps out of brigades alone.


To deal with the problem of variably-sized fleets, set numeric limits on the absolute number of ships (flotillas of submarines and destroyers, for purposes of this, count as 1 ship apiece) in a task force. The precise number is up for debate and discussion - I personally think it should be around 30, both because I think any larger and you're spilling over into larger formations, and because 'around 30' means that the current highest-admiral rank has something to do. (Commandlimits for the navy may have to be reworked, but that's easy enough.)


Notice from the Wikipedia article that most naval formations work on the 'two-or-more' mold. What you could do is select at least two fleets whose total number of ships does not exceed whatever number the Task Force limit is set at (It's basically like not going over the weight limit for land units when loading.) There'd be a button on the multi-unit select panel, then, called 'Form Task Force' - either beside or (when only naval units are selected) replacing the aforementioned load-units button, probably. (I could've made this too, and still could, if anyone's curious how it'd look, I just didn't want to spend a lot of time modding nonfunctional buttons and creating useless graphics and the like.)


Click this, and the selected fleets are amalgamated into a Task Force! Pictured. You will notice that the Task Force has a personnel component of 300 (0.3 manpower), a separate Admiral, an aggregate forcecount, AI stance options, and a button you haven't seen before, which splits it back up into two separate fleets. (This disbands the task force and returns the 0.3 manpower to your pool.) If you had more than two fleets, either a vertical or horizontal scrollbar could be employed to see them from the Task Force tab.


When utilized as as Task Force, the involved fleets might move and fight together or somesuch, without needing to be ordered separately. (I'd imagine you still could order them separately, just by selecting one of the individual fleets.) To make this worthwhile, I imagine there'd have to be some reduction in the stacking penalty (In fact, reduction of the stacking penalty might be one of the 'command level bonuses'!) so it's better than just clumping together 30 ships in one fleet.


Two or more Task Forces could be commanded by a Battlefleet or numbered Fleet HQ, two or more numbered Fleets / Battlefleets under a naval theatre, and any available naval theatres would be directly subordinate to the central naval command. All levels would also, of course, receive traits from any commands above them, all the way up the command chain, and any command bonuses they're entitled to. This way, a limited-ship force becomes a help rather than a hindrance.

Commander & Headquarters Issues - Navy
Of course, that still leaves the problem of headquarters, and commanders. I'll address the latter first. As you can see from the screenshot above, the HQ of a Task Force would actually be one of the ships of the fleet. This is not only historical, but, with the new stated SF feature to designate one ship as 'Pride of the Fleet', it should be entirely possible - they've already created a mechanic that picks out and assigns special qualities to a ship, so designating one as an HQ as well shouldn't be too difficult.


This neatly sidesteps the problem of having lower-tier HQs that lack the mobility to keep up with their units. I personally believe that Fleet HQs, Theatre Fleet HQs and the highest-tier Naval Command HQs should remain landbound units - the Pacific Fleet HQ was historically based at Pearl Harbor, and individual Fleets had their own specific headquarters, as well (to say nothing of the supreme command.) However, because Fleets tend to be deployed as Theatre forces, I believe it's fair and worthwhile to leave them as land-bound HQs - they're a little more permanent and rigid than Task Groups and Task Forces are. The logistical and support forces of a Fleet didn't tend to sail with it as organic units.


As for commanders - that's a tricky subject. There are two relatively-simple solutions that I can see: The first is, suck up the fact that you're going to lose a leader to achieve better logistics, cooperation and lethality with your fleets. (Pictured above, as with Halsey Jr.) The second is: Make some use of naval ranks! Out of the admirals involved in the Task Force, whoever has the highest rank (and if there are several admirals of the same rank, the lowest ID) commands the Task Force. These two could be combined: It could be that either an external commander is assigned or the highest-ranking Task Group admiral commands the Task Force, which gives the best of both worlds.

Final Thoughts - Navy - So Why Bother?
Now, all the good ideas and pretty pictures in the world don't make the game go. There's got to be both good reasons to do it, and a reasonable framework to actually build it on. However, I believe both of the above exist when it comes to the Navy, and specifically the ideas I've outlined above. As aforementioned, the new 'Pride of the Fleet' mechanic is set up to specially-designate individual ships in a task group, to track whether they're sunk and to take certain actions when that occurs. It'd fit perfectly into a flagship-HQ designation.


Pretty much everything else just comes down to adapting existing mechanics to a naval focus - counting number-of-ships instead of number of men, adjusting the GUI and graphics to display, re-purposing something like the Weight mechanic to instead track number-of-ships for task force creation purposes, adapting the command tree and creating new command bonuses, so on and so forth. Yes, it's a lot of work, but it's significantly less work than it otherwise would be, because it makes use of pre-existing systems and architecture within the game. In other words: You're already halfway there, Paradox, and the last half of the race tends to be comparitively-easier than building something from scratch.


And doing this isn't just for historical flavor. The current system of managing air forces and fleets under JTF (Joint Task Force) land-theatre HQs is clunky - especially if you have a lot of air units or fleets assigned under it, there's a phenomenal amount of scrolling and clicking around that could be short-cutted if both forces had their own dedicated command hierarchies. In addition, having defined naval theatres would help deal with the problem many players have noticed, with the AI still sending its fleets all over the map, ignoring range-limits, and basically breaking immersion and (when you as Britain are suddenly dealing with 13 Japanese carriers sporting way more planes than they should) playability.


Not to mention that setting up Task Groups and Task Forces as fleet-groupings will help give a framework for teaching the AI how to build and assemble balanced fleets, so we don't have things like Germany building a thousand destroyers and sending them out to die, one-by-one. Well-balanced fleet structures will help to support naval landings, shore operations, D-Day type scenarios, and could also help the computer to more effectively guard its transports, so it doesn't lose tens of thousands of troops just because it decided to send that 15-stack of transports with two destroyer flotillas as escort. All in all, I think it has the potential to entirely revitalize and revamp the naval game, and would be an incredibly worthwhile inclusion into Hearts of Iron 3, and perfectly in-line with SF's stated goal of focusing on Pacific warfare.


B. Thoughts On The Air Force

Force Building Issues - Airforce
Let me start off by saying that while I believe the problems confronting the Air Force are less severe, there's less of a pressing need for a separate system for air forces, as well. Currently, it's perfectly possible to attach air groups to land HQs and use them that way - and it's somewhat close to the system utilized by several major powers. The air force operated in tandem with the ground or naval forces, so assigning them to corps or armies or army-groups or even theaters isn't terribly unlike how the real world worked.


To be quite honest, to make a stellar air command system would involve a lot of work, in my opinion - the reduction of the 'air unit' sizes (and stats, and costs) to reflect groups of 8, 16 or 24-or-so planes, then building composite air 'groups' out of these in much the same way divisions are built now. I don't think that's in the pipes for Semper Fi. I don't think it should be. It's a huge, huge undertaking with a monumental amount of rebalancing to be done, and the earliest I'd expect to see it is (if it's made) the next expansion. I might personally fool around with this sort of work in a mod, but I just don't think it's in the cards for official Paradox support in Semper Fi.


And if it came down to including an air or a naval command structure, I would back the naval command, for all of the above reasons. That said, there are still low-cost, low-effort things that can be done to change up the air war. Let's have a point, first: As things currently stand, in the vanilla game, using more than three to four groups in an air unit is a waste. At -10% a pop for every group including the initial airgroup, the stacking penalty quickly builds up beyond four airgroups or so to the point where your additional planes mean you're taking more damage than you need to.


The steep stacking penalty is pretty realistic. While over one hundred thousand combat aircraft were involved in World War II, very rarely did you find even 800 aircraft on both sides duking it out in a single engagement. Thus, the game is already constructed such that creating large airgroups is impractical. So why not make it official? Institute a three-or-four-airgroup/Wing limit for Air Corps, similar to the discussed-above ship-limit for Task Forces.


Incidentally, I could see adding a new support brigade to the air corps HQ and above, that increases the air group support limit, as well.


The benefit of this is that it doesn't require the UI updates that making real 'Air Divisions' would - and doesn't stop players from, if they want to ignore the chain of command, filling their wings with as many airgroups as they want to. However, like the current system in-place limiting the number of divisions assigned to a corps, the number of corps assigned to an army, and so forth, players will be given benefits for organizing smaller, more tactically-focused groupings. This will work a little differently, though - I have more pictures to demonstrate.

4529904727_49f7880aa8_o.jpg

Our 3rd Intercept Group is looking mighty lonely...

4531997248_1bc36a22bb_o.jpg

There, that's better.

4531357945_4a1514a4f3_o.jpg

After a few days, I've got the rest of the chain of command set up. Uh, Overlord's not going so well, ignore that. ;)


Command & Headquarters Issues - Airforce
So as you see above, unit composition is relatively intuitive, similar to the method of making normal, land-style Corps and Armies and so forth. (Air HQs have a personnel complement of 1,000, or 1 manpower, as pictured.)


The exact number of airgroups in an Air Corps is, as with everything else here, completely open to debate. But there are a few issues to resolve with the command centers themselves - namely, how do we make sure our lower-echelon headquarters doesn't get left behind if our 3rd Intercept Wing has to rebase to Rome to counter a sudden German offensive in Italy?


Simple, really: Give them wings.


To be precise: From what I'm envisioning, Air Corps HQs would be -when you click on that 'Create Air Corps' button - created at the nearest airfield, and always be bound to an airfield somewhere. No standard movement, just strategic redeploy - and airlift. Aye, that's the kicker - and likely the most complicated part of this whole assembly.


Either programming the HQ to double as an air transport that can load itself and whatever support brigades it has up, and rebase to another airfield, or simply treating it as an air unit that happens to have an attack-able presence on the ground, would do it. (Or the cheap solution: Just make it and its support brigades loadable into transport planes, and add an 'air transport' mission.)


I personally feel that all air HQs should be bound to an airfield somewhere, and that in order to stay relevant and useful, all should have that air-redeploy ability. However, I also feel that it shouldn't be usable anywhere near as often as a regular plane's ability to rebase - and thus, I'd suggest utilizing the already-extant mechanic that paratroopers and transport planes employ: Make it so that air HQs can only aerially-redeploy at full organization.


As for the issue of commanders...well, like with the naval commanders, that's just going to be an issue. In the move from HoI2 to HoI3, as well, we sacrificed having armies full of field marshals fielding as many divisions as we wanted, to using smaller, more directed and less cumbersome forces, at the expense of using up some of our leaders for headquarters duty. That's just the way war goes.

Final Thoughts - Air Force - So Why Bother?
As with the navy, you need more than ideas and good intentions to make a system like the one I've outlined, worth implementing. However, I believe that - even moreso than the naval command structure - implementing an aerial chain-of-command is both feasible and possible with very few new mechanics, and a moderate amount of tweaking.


The most difficult and currently-nonfunctional part of the above design is the aerially-redeploying headquarters. Everything else - limited number of air groups in a corps, visual display of component parts of said corps, the creation of headquarters in a certain location, HQs only being able to base out of airfields, and so forth, is just a matter of interface tweaks, GUI additions and changes, and adjustment of existing mechanics and systems to fit the new paradigm. Doing this should be even easier than adding the naval command system, all said.


Like the idea of naval task forces helping the AI to control its fleet, having defined air corps and higher should help the AI in organizing a competent, dangerous airforce. Too often, still, we see the AI using its planes in giant clumps that cripple their effectiveness. Giving the AI pathways through which to spread out its forces and use them in a more controlled manner can only help the flow and enjoyability of the game.


With the newly-announced feature of Allied Cooperation, and being able to call in requests from your allies, a separate Air hierarchy could help to simulate a player's ability to request massive bombardments from their allies, both temporary air-support and long-term efforts like the strategic bombing of Germany.


Considering the heavy (and some would say decisive) role airpower played in the Pacific, I do believe that, if it's judged workable, a full-fledged aerial command system would be well worthwhile as an addition to Semper Fi, and would be both an efficient and relatively-non-intensive series of changes and additions that would add worlds to the game.


It wasn't an infantry division that decisively ended the war with Japan, after all.


C. Last Notes

None of this is set in stone yet, obviously. I'm open to criticism and discussion of any part of the above, and invite people to bring and discuss their own ideas for reasonable suggestions and features that can be added with a minimum of fuss, that would sharply improve the eventual quality of Semper Fi. Feel free to tear apart anything above that you don't like - the interface, the colors, the concepts, Halsey - or voice your support or the like.


Also, as a final note: All of the above graphics were created via intensive modding and some image retouching. Nothing pictured works anywhere near the way it's explained to, in-game, and however pretty or ugly you may think them, the new features pictured are completely nonfunctional. If I could do this myself, I wouldn't be bothering Paradox, believe me. =P


So! Thoughts? Additions? Let's crack open this forum and let some centralized ideas flow in.

~Kaoru
 
Last edited:

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Hats off to you, this is real encouragement and makes a lot of sense.

No critique as yet, I've just read it the once but WOW.:)
 

unmerged(148761)

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That is a great post with great suggestions. I can't match it but here are some basic features that I think should be in the game. They involve politics and intellegence-- two features that make HOI stand out when compared to other WWII strategy games but which are often overlooked.

1) The intellegence system doesn't reflect the way espionage worked during the war. There seem to be only a few missions which are actively useful-- disrupt national unity, disrupt research, disrupt production. If you play as Germany you will use support our party for the first year if you want to annex Austria and maybe on the US if you want them in the Axis but that is about it. If you look at the history of intellegence operations during the war, almost all would come under "millitary intellegence" or "support partisans", both of which are useless in game. Notably, "disrupt research" almost never happened during the war-- the only example I can think of was the attempt to keep Germany from aquiring heavy water, which actually turned out to be a wrong turn in the path toward nuclear development anyway.

First, military intellegence needs a complete rework. Rather than just giving you a chance to see where a few units are deployed, which is what it does now, I think it should have some influence in combat. It should give a small increase in the chance to suprise attack an enemy-- somewhat like the "trickster" trait. This reflects the fact that knowing about enemy OOB and deployments is not just useful at the grand-strategy level but also at the tactical one.

Second, targeting research ought to be reworked to. As I said, "disrupting" the research of the enemy was almost never done and is in fact a very difficult operation-- as the modern story of Iran's nuclear development shows, you can't target "knowledge". What WAS done a LOT in the period was stealing research. Klaus Fuchs, for instance, gave the USSR incalculably valuable nuclear secrets. Rather than being able to disrupt research, you ought to be able to steal it. This shouldn't be too powerful, so it should work like this-- if Germany's highest theoretical knowledge is armor and rockets, then having a spy stealing German research should give a small bonus to your own country's theoretical knowledge in these areas.

2) Politics needs to be more detailed. This makes the game more immersive and interesting. There have been countless requests to be able to see the Head of State and Head of Government of opposing ministers. If this is hard to do graphically, there could at least have their names displayed in the diplomacy screen. However, if you are going to see their names, then we are going to have to have a better politics system. No one would want to see the HOS for a puppeted government be the same as it was before the puppeting. Politicians should be able to die-- like Stanley Baldwin and FDR. Leadership of parties should be able to change at least by events, so that Neville Chamberlain can be replaced by Churchill even without an election. Japan, for instance, had 10 changes of prime ministers during the 36-45 period, but if you play as Japan your prime minister will not change once.
 

Kaoru Nagisa

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is this a mod or jus photoshop, cause if its a mod I WANT NOW :rofl:

This is not, repeat, absolutely not, a mod. However...

As I mentioned at the bottom of my big ol' post, the pictures were created through a combination of heavy modification and some graphics-editing using GIMP (because I'm too poor for Photoshop.) As also mentioned, however, the features they depict are pretty much nonfunctional (because they haven't been implemented in the game-code.)

They were actually initially made in an attempt to see just how far I could push the game within the current limits, in order to make sure that what I was suggesting was actually viable. I had some pretty involved ideas, and I didn't want to offer them up without making sure they were feasible within the timeframe and resources allocated to Semper Fi.
 

ShiBDiB

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This is not, repeat, absolutely not, a mod. However...

As I mentioned at the bottom of my big ol' post, the pictures were created through a combination of heavy modification and some graphics-editing using GIMP (because I'm too poor for Photoshop.) As also mentioned, however, the features they depict are pretty much nonfunctional (because they haven't been implemented in the game-code.)

They were actually initially made in an attempt to see just how far I could push the game within the current limits, in order to make sure that what I was suggesting was actually viable. I had some pretty involved ideas, and I didn't want to offer them up without making sure they were feasible within the timeframe and resources allocated to Semper Fi.

to many pretty pictures to read :rofl:
 

Kaoru Nagisa

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Hats off to you, this is real encouragement and makes a lot of sense.

No critique as yet, I've just read it the once but WOW.:)
Haha, thanks. It was a lot of work, both the post and the graphics to support it, so I'm glad other folks like it.

angj57 said:
1) [...]There seem to be only a few missions which are actively useful-- [...] almost all would come under "millitary intellegence" or "support partisans", both of which are useless in game. [...]

[...] reflects the fact that knowing about enemy OOB and deployments is not just useful at the grand-strategy level but also at the tactical one.[...]

[...] What WAS done a LOT in the period was stealing research. [...] Rather than being able to disrupt research, you ought to be able to steal it. This shouldn't be too powerful, so [...] if Germany's highest theoretical knowledge is armor and rockets, then having a spy stealing German research should give a small bonus to your own country's theoretical knowledge in these areas.

I like this a lot. You make very good points about the current disutility of espionage - there's room for improvement in the spy game. I think one of the biggest problems is that it can't seem to decide what it wants to be. It's sort of like Paradox looked at espionage and said, "We want this to be a part of the game, but not too big a part of it, such that you could comfortably ignore it and not miss out much." There's something to be said for that - for a game at HoI3's scale, an espionage system that basically plays itself under your presets even without the AI's control is something of a benefit.

This also puts some added utility into what was, before, just knowledge. Your plans don't change too much from knowing Germany's building armor - but being able to leech off of that is excellent. I also like the spy bonus - though I think that maybe it should play into a positive modifier for the Decryption combat bonus. After all, at a tactical level, you need up-to-the-minute data on the enemy's movements to exploit them. Intelligence that's even two or three days old is almost useless, and it takes longer than that for a spy running military espionage (as opposed to reporting on the enemy's movements directly) to get word back on their findings.

2) Politics needs to be more detailed. This makes the game more immersive and interesting. There have been countless requests to be able to see the Head of State and Head of Government of opposing ministers. If this is hard to do graphically, there could at least have their names displayed in the diplomacy screen. However, if you are going to see their names, then we are going to have to have a better politics system. No one would want to see the HOS for a puppeted government be the same as it was before the puppeting. Politicians should be able to die-- like Stanley Baldwin and FDR. Leadership of parties should be able to change at least by events, so that Neville Chamberlain can be replaced by Churchill even without an election. Japan, for instance, had 10 changes of prime ministers during the 36-45 period, but if you play as Japan your prime minister will not change once.

A more dynamic politics game is definitely a worthwhile thing. Again, I sort of feel here that the general feeling about politics was to create something that you didn't have to pay a tremendous deal of attention to. Things move slowly, there's a popup to tell you whenever you can change a law, and except for a few laws, party support (and organization) don't matter, 'till election day.

Realistically, there's only one election that even matters in the average Hearts of Iron 3 game, for countries that even have elections. The 1944 elections come too last to actually change anything, and even the 1940 ones really just control what sort of bonuses you're going to have to work with. Since you can't actually support any party's organization in your home-country but the ruling party's, it's a pretty dull ballgame.

Again, I think the problem is that they tried to make it a system that you didn't have to pay attention to more than a couple times a month - it's a very deep system in some ways, with politicians affecting drift, and so many of your country's bonuses and maluses, and laws pretty much governing how you can prosecute your wars, but it's also a very hands-off system with not much for the player to do.

So, besides having other country's cabinets visible, what sort of dynamics do you think would benefit the political system? How else could it work besides how it does now?
 

delra

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I hate those megathreads. They are impossible to follow over long periods of time and quickly ruin discussion over each particular feature by throwing everything into one giant trashcan.

You're killing this forum.
 

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The steep stacking penalty is pretty realistic. While over one hundred thousand combat aircraft were involved in World War II, very rarely did you find even 800 aircraft on both sides duking it out in a single engagement. Thus, the game is already constructed such that creating large airgroups is impractical. So why not make it official? Institute a three-or-four-airgroup/Wing limit for Air Corps, similar to the discussed-above ship-limit for Task Forces.
No the steep stacking penalty is not realistic at all. If it was then the US fleet off Okinawa or any fleet with more then 5 Carriers would be 100% helpless in air combat and unable to defend itself versus enemy bombers with anything except AA.

Because 5 Carriers = 10 CAGs = -100% AirCombat efficiency. And its not like you can order your CAGs into the hangars or set them to no-mission like you can with land based air. So the only way to lower the stacking (even temporary) is to fly the CAGs off the Carriers or they automatically engage in AirCombat screwing up your stacking.

This is so broken when it comes to the pacific airwar that I don't even know where to begin.

I also don't support adding even more HQs (like air HQs) to a game so filled with loads off HQs that you are forced to use. I never asked to move around any HQs, but If I want good units and want to manually control them, the game forces me to also control large amounts of HQs.

I would want a mode where the AI handles all my HQs and reattaches units to closer HQs if I wander to far with them automatically. I want to handle the combat units, but not handle administration of non-combat units behind my lines.
 

Kaoru Nagisa

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No the steep stacking penalty is not realistic at all. If it was then the US fleet off Okinawa or any fleet with more then 5 Carriers would be 100% helpless in air combat and unable to defend itself versus enemy bombers with anything except AA.

Because 5 Carriers = 10 CAGs = -100% AirCombat efficiency. And its not like you can order your CAGs into the hangars or set them to no-mission like you can with land based air. So the only way to lower the stacking (even temporary) is to fly the CAGs off the Carriers or they automatically engage in AirCombat screwing up your stacking.

This is so broken when it comes to the pacific airwar that I don't even know where to begin.
You have an excellent point about the U.S. carrier fleet! That had never occurred to me - mostly because, owing to the stacking penalty (and force-creation guidelines) I don't tend to include more than 4-5 airgroups (and thusly, 2 fleet carriers plus a light or escort carrier) in my fleets.

Of course, the argument could be made that having five or more carriers (and thusly, between 400-600 planes or more, depending on who you ask about how many planes are in one CAG) in one single sea province should completely tank your effectiveness - World-War II era carriers could only effectively command so many planes, after all, and this became a big problem near the end of the war, as larger and larger air-groups became more common.

However, this is HoI3, not WWII. The strength of naval bombers means that it's a good idea to keep your air defense as strong as possible. And besides, a fleet like the Kido Butai, utilizing about 400 planes, would likely be rendered likewise-helpless by the current stacking penalty as applied to CAGs. This is obviously not something we want.

One possible solution might be to make the stacking-penalty variable - and dependent upon the number of planes in a unit, if that sort of stat-tracking is enabled. Thus, your ten-CAG fleet would have an aggregate stacking penalty of -40% (10x0.4 assuming 40 planes in a CAG and 0.1 stacking penalty per plane) instead of -100%. This is just an idea, obviously, and would have to be balanced (And might mean a rebalancing of CAG stats, too.)

The fact of the matter is, after all, that as CAGs are intended to represent fewer planes, the 'too many planes flying and fighting' argument doesn't hold up - hundreds of naval-based aircraft at a time slugged it out during the big pacific showdowns. Thanks for your input, here!

I also don't support adding even more HQs (like air HQs) to a game so filled with loads off HQs that you are forced to use. I never asked to move around any HQs, but If I want good units and want to manually control them, the game forces me to also control large amounts of HQs.

I would want a mode where the AI handles all my HQs and reattaches units to closer HQs if I wander to far with them automatically. I want to handle the combat units, but not handle administration of non-combat units behind my lines.
Well, see, that's just the thing. You already aren't 'forced' to use HQs any more than you want to - they're an organizational tool. Beyond losing out on the command-level bonuses (Reinforcement chance, supply usage, unit cooperation, organization bonus) for the intermediate levels, you stand to lose nothing by just attaching all of your ground forces to the theatre HQ (which can accept as many units as you want to put under it) and manipulating them all from there.

In the sense that you miss out on bonuses that the AI is now taking full advantage of, well, yeah, I guess you're 'forced' to use HQs, but you only need as many as you want. The only direct bonuses given by HQs in combat are given at the division level (where HQs don't have to be moved because they're a part of the division already) and the Army level (which provides the ORG bonus.)

If you don't want to move around a bunch of HQs and do want that bonus in combat, just create solely army HQs and attach them all to your theatre HQ. You'll have to move them less often (because army HQs have a larger radio range) and won't have any corps or army groups to worry about, besides.

I do see what you're saying, though, about just wanting to worry about the combat units, and have the HQs 'keep up' on their own. The problem is that there's no way for the AI to know where you're going to need those HQs. You've seen already that it has trouble keeping units in a given area - how's it going to guess where you're putting your axis of attack, where you're driving towards? It can't - though that isn't to say that there's no possibility for this to work.

A third, hybrid control mode, part-AI, part-player, where the AI controls just the HQs and simply has standing orders to keep them in range of their subordinate units, is likely possible - but I doubt it's in the cards for Semper Fi, due to how tricky it would be to implement. It is a good idea, though, I think, for those people who, like you, like to fight the war on the frontlines, not at the supply-dumps.

Until some solution is implemented, though, you could always just use your HQs as frontline troops. HQ paired with motorized or armor and a support brigade or two can actually be an excellent little powerhouse.

delra said:
I hate those megathreads. They are impossible to follow over long periods of time and quickly ruin discussion over each particular feature by throwing everything into one giant trashcan.

You're killing this forum.

Yikes! I guess I set myself up for this, asking for people to tear my ideas down. I can see where you're coming from, though, but on the other hand, from what I've seen of the forums, 'megathreads' tend to be utilized often by both developers and mod-makers, as clearinghouses for new ideas. There's obviously lots of benefit to the individual threads as well, but the trouble with those is that they fall by the wayside once nobody who sees them has anything more to say about them, and then they become very hard to find, buried in the forum.

The advantage of megathreads is that, under ideal circumstances, people are always bringing new ideas to the table, or discussing old ones, and while it can be tricky to follow, especially as the threads get longer and longer, it's really no worse than keeping up with a big AAR, I think. Having a centralized location also means that more people are apt to see and comment on features (admittedly, if they can find them.)

I will admit that perhaps in some ways a metathread - that is, a thread containing only updated links keeping track of the various disparate discussions - might be easier to organize and sort through, but then the issue arises of what to do about different threads for the same topic - especially if one falls out of use and another arises, do you link them both? How far back do you go? What counts as a 'feature discussion', and is thus worthy of linking? (After all, some discussion-threads only get two or three replies.) There are obviously standards that could be established, but I didn't want to muck about with setting them (nor maintaining a metathread.)

I personally feel that the feedback garnered from a properly-maintained megathread, which is easy for anyone in the forum community to see, is very valuable, however. Even if reading through them is a bit of a chore, it's better than collating the various arguments and ideas from two dozen or a hundred different threads spread out across the forum, I feel. But I've never had to do this for a job, so I don't know the actual utility of single-feature threads vs. megathreads vs. metathreads.
 

Alex_brunius

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Well, see, that's just the thing. You already aren't 'forced' to use HQs any more than you want to - they're an organizational tool. Beyond losing out on the command-level bonuses (Reinforcement chance, supply usage, unit cooperation, organization bonus) for the intermediate levels, you stand to lose nothing by just attaching all of your ground forces to the theatre HQ (which can accept as many units as you want to put under it) and manipulating them all from there.
I don't mind losing all those combat bonuses or even all combat events at all. (my experience is you don't get combat events without HQs).

What I do need badly is the supply consumtion reduction. And for that you need Army group HQs. Since you just can attach 5 divisions per Army group you need to build a proper Hierarchy to have all your divisions benefit the supply bonus from that single skill 5 leader.

This is mostly because of game limitations when it comes to the supply system. Like only a single dump per continent, creating unrealistic and unwarranted limits whose impact must be reduced by the use of Army Group HQs.

If supply consumption reduction was at theatre your solution would work great for me, but it sadly is not.
 
Sep 6, 2009
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Suggestions to HOI3---Part One

Suggestions to HOI3---Part One

Part One only talks about more convenient operations and more reality feelings.
There are no suggestions for the engine of game.I'll put Part Two on which talks about better engine of game including battle system, supply system, diplomatic system,and others like that....


One, Information setting:​

(1)****1.The launched Prompt window should has particularly high degree of transparency as which in hoi2;To make the popup window more convenient - We noticed that the popup window in HOI3 is often located in the central screen. To see actual details, such as combat in a province, one has to click the 'go to' button, drag the popup window away and check out what is going on before clicking the 'ok' button again. It would be great if the popup window stops covering the actual province detail, just as what was done in HOI2.
(2)*****2.The information settings for units should be divided into two categories.One for commissioned units,the other for uncommissioned ones;I may feel disturbed by the information "Some unit has arrived some province" which comes from a commissioned unit,but I really need the same kind of information which comes from an uncommissioned one.
(3)**3.The battle result Prompt window had better give more information,such as "some brigade was annihilated" or "some leader was killed"
(4)****4. The Prompt window should give us a warning, if a fighting brigade's soldiers have reduced to 10%;Of course you can set this kind of information to "Do not launch"
(5)**5.It seems a "bug"----player was not taken to the province after double clicking the message "some unit has arrived some province" in the lnformation Bar


Two,Add Check boxs to map mode,
Players hate switching maps.​


(6)*1.Remove the region map;useless;
(7)*2.Remove the terrain map;The terrain map gives no more information than the simple terrain map gives,and it is not as intuitive as the simple terrain map.
(8)*****3.Units' icons cover the names of the provinces on the main map;We can make both of them smaller, to see both of them.
(9)****4.Add “legend”:On the main map, we can see capital legend is used to mark a capital, we should also use other kinds of legends to signify IC, VP, even the four kinds of natrual resources (metal, crude, rare materials, energy),just like a real map.(the "legends" had better be the normal legends in reality)What's more, we can even use three kinds of "VP legends":a province has one to five VPs we use "low VP legend(in reality,it may be like a town legend)" to mark the province;use "mid VP legend(it may be like a city legend)" to mark province having five to ten VPs,and so on.
(10)*****5.Add Check boxs to map mode:
a.Day and night, players can check the corresponding Check box to choose if show day and night on the main map,checking make the map be darker at night //See the advantages at the end of the writings.
b.rains and snows, players can check the corresponding Check box to choose if show rains and snows on the main map.After checking, rains and snows will be showed on the corresponding provinces,of course if players want to know more weather informations they also need to switch to weather map//See the advantages at the end of the writings.
c.VP, Checking the corresponding Check box will high lighten and enlarge the VP legend mentioned before.
d.Economy, Checking the corresponding Check box will high lighten and enlarge the IC legend and all natual resource legends.
Remove the economy map and VP map;//
Players hate switching maps, it causes dizziness.
(11)**6.The victory point (VP)icon should be showed at the province window. The VP icon in hoi2 is a five-pointed star with the VP number in the centre.
(12)*7.In HOI2 the Weather map mode can directly show the marshes and tundras, but in HOI3 the province has to be clicked to show these information, which is not as convenient visually.


Three, Units:​

1. Names of units:
(13)*a Whenever the name of an unit is shown, the name of the greater unit it belongs to should be included; so that the player doesn't have to click the unit to see what unit it belongs to; ie. "4th Army-3rd Army Group-9th theatre has just reached Xuzhou ( a province)
(14)*****b The sequence designation of an unit should be self-defined and able to be freely changed. For example when a model division is saved, there should appear 3 spaces, ie. ( ) ( ) ( ). And the player can insert (Armored) (4th) (division); and these units, when produced will be named Armored 4th division and so on.. If the first space is left blank, and the player inserted ( ) (3rd) (division); then it should automatically be assigned a "3rd division"
The HQ of all levels should also be given the same treatment and be named within the game.
(15)***c.Players should be able to make their units they like show particular colour names or high lighten the names.There is a advice: blue,and when the unit is appointed the name shows red

2.Taskbar and statusbar:In orther to find what the units doing and what to do more conveniently and clearly, especially when Choose many units. We suggest add a taskbar and a statusbar to an unit.
(16)*****a.Taskbar:This is very like the bar in hoi2, but it only shows the unit's task,that is "What to do".We use this bar to Order units like what we do in hoi2.This bar shows not only "What to do" but also gives information like "Starting time" and "Estimated ending time", Here is something we must pay more attention, if this bar shows "Move to Beijing" Beijing is the unit's final destination.Another thing: if the unit is commissioned,the task is given by AI, in this case there is only one difference that is the bar shows green background. But we remain the commission-bar.
(17)*****b. Statusbar:It shows "What is the unit doing now" and also gives the information "Estimated ending time".The difference is, if this bar shows "Moving to Beijing" Beijing may be not the unit's final destination.And this bar may show "Moving to Beijing and fighting"

3 Choose many units:On the one hand, Much more task inforemation and status inforemation should be showed, on the other hand, Ordering one or more units should be more convenient
(18)*****a.Taskbars and statusbars should be showed.Unit's speed and location and the number in the bing card should be showed
(19)*****b.When Choose many units, the ordering operation is more convenient in hoi2.Because Players can order some units among all choosed. We do not have to click the unit and then order it.So we like the hoi2's ordering operation.Here, we can use the taskbar mentioned above to do what we do in hoi2,when choosing many units.
For example, I choose 9 units, I order unit1 to attack A province, order unit2 to attack B province, seeing unit3, unit4,unit5 are attacking C province,order unit6 to attack D not C province...

(20)**c. Creat a box, drag some units in the box, then order them together;//not very necessary.

4.Distance of commanding:
(21)****a. Choose a HQ,and then its units are high lighten, but this is not obvious enough.The HQ should be connected to its units with lines.Red line are used to connect the ultra-distance units,green lines connect the ones in the common distance;What's more maybe we can give HQ a switch used for showing these lines or not. //See the advantages at the end of the writings.
(22)****b. Add a ultra-distance commanding warning,like supplies lacking warning and units lacking warning.We can click the warning button to see which units are under ultra-distance commanding by their HQs.
(23)****c Add a button for showing all the red lines, this is just like the button for showing all units' movement in hoi2
(24)*d, When a HQ is annihilated, the units under its comand should be shown, so the player can quickly replace the HQ or produce new ones.

5 Others
(25)****a Players should be taken to the unit's supply base when clicking the unit's supply base,as being taken to the unit's location by clicking the unit's location.
(26)*****b.In the units explorer,drag a unit to a new position to change its owner;Players double click a unit's name to go to a unit in place of single click.
(27)*****c When assigning units or commanders, and going into the list of commanders, all commanders should be presented like the statistics, instead of listing only the ones not commanding anything, so that commanders can be more easily chosen and changed.
(28)**d When a brigade had lost 90% of its soldiers there should be a warning, and the warnings for no supply, no units, and this new warning should all have "click to go see" buttons.
(29)**e Inherit the Doomsday's button which will show us all my units' movement if clicked.
(30)***f Inherit the hoi2's "B+" button which is used for giving a division a brigade;

Four, Diplomacy interface​

(31)*****1.When clicking a nation in the diplomatic interface, the name of their capital city should be shown, and when the name is clicked, the screen should automatically be turned there, so the geographic location of an unfamiliar nation could be recognized faster.

(32)**2. The cabinet members of a nation should be shown in the diplomatic interface.//See the advantages at the end of the writings.


Five, Statistics list:​

(33)*1, In the comparison of the military powers of a nation's allies, their ic should be shown, within the game the ic is visible.

(34)*****2, Add a table to show land battle records, like Doomsday.
Notes shows some possible additional information such as leader's death or unit's Extinction


Land battles
start at end at location we enemy Surrender capture be killed kill AorD result notes
1938.3.22 1938.3.24 Beijing 123 432 0 32 23 331 defence win Chiang Kai-shek was killed
1938.4.22 1938.4.24 beijing 1123 2342 0 223 223 1131 defence win Hideki Tojo was killed



(35)*****3,Add a fighting record list include allies, as follows:
land battle air battle marine battle changes
allies be killed kill Surrender capture lost shoot down lost shoot to sunk VP IC army navy air force
USA 233 22 23 111 11 21 23 66 11 3 233 -11 -5
France 0 0 0 0 0 0 0 0 -5 0 5 5 0



(36)*****4.In the statistics list, we can go to the unit by double clicking the unit; go to a leader by double clicking the leader; to a province,double clicking a province;like we what we do in hoi2.Double clicking a country will take us to the diplomacy interface;


------The advantages----- (38)Let players always feel that "Wow!! we are almost in the reality world!" The game have so much element like rains, snows, command distance, metals, day and night, cabinet members...It is really good. And only we need is to let us feel it all the time.This make us feel in the reality world.May be we are more likely to lose a battle. No doult,It is a huge waste if we ignore these factors.
 
Last edited:
Sep 6, 2009
8
0
The battle system must be changed

First,I will show some examples to let you kown the battle system is so un-reasonable.

1,Players can't order the unit to attack,when it is defending----Why can't?Why can't unitA attack unitB, while unitB attacking A? Not reasonable. If a unit is surrounded, and the enemy attack it in turns,the unit will be annihilated.why can't i order the unit to attack to breakthrough?

2,A unit at provinceA is moving to provinceB,and it will arrive provinceB soon.At this time I order it standby.OK,it returns to provinceA immediately, it walked in vain so far.I wonder the rule of movement.Does the unit keep marking time(i said walking but not moving) at provinceA?And when the time is over it jumps to provinceB immediately.So, when i order it to stop,it just stop marking time.-----How un-reasonble!!

3, A unit at provinceA is moving to provinceB, at this time some unit attack provinceA, I don't want to defend provinceA,So I order the unit to evacuate to provinceB,but before the unit arriving,provinceB is occupied.Oh,my god!My unit...

4,A unit at provinceA is moving to provinceB, I can order it to change its way,e.g.move to provinceC,but when a unit is defending, once I order it to move to provinceB,I can't change my command, I can't order it to do anyting until it arrive provinceB.Why the unit don't listen to me? Un-reasonble!!

5, When a unit is lacking of supplies,it can move to provinces which is under control,so the unit lacking of supplies can move;when attacked it can defend,so it can fight.It can both move and fight.Why can't I order it to attack?---Un-reasonble!!
A unit is surrouded and lack of supply,so it can't breakthough forever,even the enemy has move away,because the unit can't move to occupied provinces.

6,Two interesting events may happen in hoi3:A unit of Allied named unit-A was defeated by a unit of German named unit-G.Unit-A was fleeing from provinceA to provinceB,and unit-G occupied provinceA.Hitler ordered unit-G to chase the fleeing unit-A...
(1)Unit-G is faster than unit-A,it arrived provinceB earlier: The leader of Unit-G was so upset.He said "We are much faster than them,but why we had not catch them? Which way did they taken? Is there an unkown way from provinceA to provinceB? Where were they now?"....He did not kown that unit-A is existing because of his arriving earlier.He did not kown unit-A was not at anywhere when it was fleeing.He did not kown why they all died even without a battle.....
(2)Unit-G is slower than unit-A:The leader of Unit-G was so angry.He shouted to his soldiers,"why you don't executive my order?!!I order you chase them! Why don't you shoot them?! They moved faster than us, the distance will be farer and farer!! "His soldiers replied "Sorry sir, we can shoot them only when it arrive provinceB in accordance with the rules"....
 

jmschaub

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Diplomacy is one of the top issues left after AI. The whole diplomacy model ignores the Isolationist element in most of the countries around the world, including the US. I know PI is just trying to create any possiblity but by doing so we NEVER see a historic situation. Let me bring the first country in as an example. Currently Switzerland can be seen joining the Alliance consistantly. Obviously this is about as far from realism as possible. When this happens in 1938 it screws up everything. Now Germany has to spread out its defenses and the attack on France is very difficult to succeed at. Now if an isolationist element were added, maybe as a multiplier, it would slow down that countries shifting factions to a crawl.

Now add that to the US model. I've played at least 8 different games, through public beta, for 1.4. In every game the US has entered the Alliance before 1939. Sometimes even earlier. The only thing saving the game is the fact that the AI is to stupid to do anything. The US was an isolationist country at the time. Now historically they had a large German population that kept them from entering the war. But gradually they became friendly to the Alliance and started to supply them with Lend Lease etc. We'll never know if the US would have entered the war without Pearl Harbor, for sure....

The other part of diplomacy that isn't working is Germany no longer calls it's allies to arms. In 1.3 and before they did. This process should be selective and strategic. For example you don't want to call Romania & Hungary in to early or the USSR will stomp them on the invasion. But right now they call in no one... no Italy means an imbalance on the German front. Meanwhile if anyone gets accepted to the Alliance they are instantly at war.
 

Kaoru Nagisa

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There are no suggestions for the engine of game.I'll put Part Two on which talks about better engine of game including battle system, supply system, diplomatic system,and others like that....

(1)The launched Prompt window should has particularly high degree of transparency [...] in HOI3 is often located in the central screen. [...] It would be great if the popup window stops covering the actual province detail, [...]
(2)The information settings for units should be divided into two categories. [...] commissioned units,[...] uncommissioned ones;
(4)[...] Prompt window should give us a warning, [...] brigade's soldiers have reduced to 10% [...]

These three, I really like - they're relatively simple to implement, they're intuitive, and they provide the player easily-accessible, modifiable and ignorable information that could be very valuable to some. (1) is just an interface tweak, and freely moddable right now - I think it'd be worth it for Paradox to either utilize the appropriate code from an existing mod that does this, or put it in themselves.

(2) - assuming you mean 'AI-controlled' and 'human-controlled' by 'commissioned' and 'uncommissioned' - splits message prompts between the two forces and helps you keep straight what you are and aren't controlling or doing, allowing you to ignore the AI's sometimes-foolish actions if you choose to. (4) is in the same vein, simply adding a message that players can treat like any other message, for a bit of information that could be very important.

One problem I see with (4), however, is that if a lot of your units take damage at once (whether on land, air, or sea) it could lead to a pop-up storm. I think this would be very difficult to balance, because you risk ignoring crucial information if you make it less sensitive.

Players hate switching maps. [...]
(6)Remove the region map [...]
(7)Remove the terrain map; [...]
(8)Units' icons cover the names of the provinces [...]
[...] make both [...] smaller[.] [...]
(9)Add “legend”:On the main map, [...] capital legend [...] mark a capital, [...] other kinds of legends [...] IC, VP, [...] natrual resources (metal, crude, rare materials, energy), [...] three kinds of "VP legends"[...]
(10)Add Check boxs to map mode:
a.Day and night, [...] show day and night on the main map,checking make the map be darker at night [...]
b.rains and snows, [...]
c.VP,[...]
d.Economy, [...]
Remove the economy map and VP map [...] Players hate switching maps, it causes dizziness.

(6) & (7) Here's where we start to diverge, and where I must respectfully disagree with you. In order - I haven't seen very many (if any, besides your own) complaints about players who dislike having to go between map-modes, whereas I have seen quite a few people complimenting the profusions of modes available, and the detail they provide. Now, it can be a little overwhelming, having all of those modes, I'll admit, and most of them likely only see limited strategic and tactical use, but they're still very useful separate.

The region map is useful not only for planning purposes, but for immersion, event-coding and scripting, decision-coding and scripting, launching airmissions and a bevy of other things. I was actually sort of bummed when they removed the larger-scale 'areas' from the game, but I can understand how they'd be viewed as somewhat superfluous.

Both regions and areas, however, also help AAR writers, and thus, add content and enjoyment to the game. You don't need to use it if you don't want to. The same caveat goes for the terrain mode - it's a beautiful map that really helps in immersion and world-building, but it's not like it's on all the time, you can take it or leave it as you please.

(8) The 'make unit icons and province names smaller to see both', I think, is a preference issue I can't really weigh in on. Personally, I think it's a bad idea, as it could make units harder to find on the map, and also makes it even harder to discern province names from anything but a super-close zoom level.

(9)The issue I have with the 'map legend' idea is that what you're describing is exactly the reason we have separate map modes in the first place. I can understand your desire to have all of this information readily available on the same map, at a glance, but I know a lot of players don't want it on all the time. It clutters up the map, and for me, at least, would make the game seem a lot less smooth, refined, streamlined and advanced.

However, I could definitely see (most likely in a future expansion, as it might or might not be too much work in this one) an option to treat map modes like filters - so you can click on the 'VP' and 'Economic' tabs, and have them overlay eachother in some way, providing as much or as little information as you want on a single map. One issue with this is that it'd likely mean even more clicks to switch between filtermodes, but the UI could be as intuitive as clicking on a button to engage it, and clicking it again to disengage it.

(10) I think I might be misunderstanding you. You support the removal of different map modes, and instead, suggest... ... ...
different map modes? Because that's basically how the system works now, it just isn't aggregated onto a single map. You want to see weather on the main map, you click the weather button. You want to see VPs or the Economy info, ditto. You want to see day and night, you check the minimap.

In an absolute sense, what you suggest is not that much different from simply adding that 'filter' functionality to the map buttons. The latter suggestion means less time spent redesigning the map and working out new graphics, and not having to throw away a great deal of work and start again. And I can only speak for myself here, but except in games like AGEOD's American Civil War, I don't really like to see maps with legends you have to decipher. It breaks the immersion that I'm actually looking at a world, instead of just a map, and I don't think the unserious, slightly-goofy symbology of a legend diagram has any place on the HoI3 map. But your opinion may differ!
...Also, I hope you were joking about the dizziness thing. I giggled at it, one way or another.

(11) The victory point (VP)icon [...] showed at the province window. [...]
(12) [...] Weather map [...] directly show the marshes and tundras, [...] in HOI3 the province has to be clicked [...] not as convenient [...].


(11) comes down to taste, again. I personally like the clean, uncluttered look of the city-pictures in HoI3 as opposed to having those big stars stuck on top of them in HoI2. And with the increased number of provinces in HoI3, I think it's actually less convenient to go searching through various provinces to find the VP ones, instead of just clicking the VP tab, and hovering your mouse over the highlighted provinces for a moment to learn how much they're worth.

(12) I think has good merit, however. Seeing as marshes at the least (to my understanding) are created by weather effects, having them displayed as such both adds information to the weather tab, and prevents the need to re-code the engine to change province terrain types based on weather.

(13) Whenever [...] unit is shown, the name of the greater unit it belongs to should be included; [...] ie. "4th Army-3rd Army Group-9th theatre has just reached Xuzhou [...]
(14) The [...] designation of an unit should be self-defined and able to be freely changed. For example when a [...] division is saved, there should appear 3 spaces, ie. ( ) ( ) ( ). [...] player can insert (Armored) (4th) (division); and these units, when produced will be named Armored 4th division [...]
(15)Players should be able to make [...] units they like show [...] colour names or high lighten [...]


Personally, I think (13) would look very clunky. And what's the point of it being in the popups? I can maybe see the reasoning if you had specific armies assigned to specific areas and only wanted to keep track of units from those armies, but it seems to me that would already be aptly-covered by the fact of the area and province they're moving into, in the first place.

(14) is excellent in my eyes, though. The ability to manually define how certain units are named would generously help immersion, but I'm not sure how labor-intensive this task is. It's definitely something I'd like to see eventually.

(15) is interesting, in my eyes. I don't think it'd hurt - it'd help you keep track of special divisions that may be extremely skilled in combat, or that you're fond of for other reasons. Mayhap units that've been prioritized could have a little glow around their names when group-selected, so you can pick them out? And perhaps even on the command screen, I.E; You're viewing a corps, one of its units is prioritized, in the list of divisions, that name either glows or is differently-colored. If you don't like memorizing unique names you might give your divisions for this purpose, I can definitely see the utility in it.

[...] Choose many units:[...]
(18)Taskbars and statusbars should be showed.Unit's speed and location and the number in the bing card should be showed
(19)When Choose many units, the ordering operation is more convenient [...] Players can order some units among all [...] do not have to click the unit and then order it. [...]
(20) Creat a box, drag some units in the box, then order them together [...]


(18) depends on your task-and-status-bar ideas, which I'll address below. The one thing I'll say is that I would worry about the screen getting too cluttered when you had several dozen units slected.

(19) is actually already possible - you don't need to click on individual units to give them different orders. How I do it is as follows: First, I figure out where I want everyone to go (Say I have 6 divisions and three provinces.) I want two divisions in Province A, three in Province B and one in Province C.

I start off by ordering all units to attack Province A. Then - and this is the critical step - I de-select all units that I actually want to attack Province A. With those units out of the way, I then tell all remaining units to attack Province B. I repeat the earlier step, de-selecting the three divisions I actually want in Province B. I then order my one remaining, selected division to attack Province C. So long as you have the game paused, this works perfectly, because the attack delay only goes into effect after you've started an attack.

(20) seems to me like just the reverse of how the system works now - and more clunky, and less immersing. I can't think of any situations where it'd be more convenient to do that, than to just select all the units you want with a regular dragbox-process, and deselect any extras, as opposed to creating a box, scrolling through units and dragging them over to that box, one by one.

(21) [...]
(22) [...] ultra-distance commanding warning,like supplies lacking warning and units lacking warning.[...]
(23) [...]
(24) When a HQ is annihilated, the units under its comand should be shown, [...]


(21) and (23) are actually going to be included in Semper Fi, as the latest Dev Diary shows.

(22) will, hopefully, be added, as knowing you have units out of command range is a very useful thing.

(24) seems useless to me, though. Already, when an HQ is annihilated, the units pop up as unassigned in the land section of the outliner. This allows you to easily reach them and assign them to new commands, already. However, I could see adding it to the text for flavor and immersion, perhaps, and it might be interesting in that sense.

(25) Players should be taken to the unit's supply base when clicking the unit's supply base,[...]
(26)In the units explorer,drag a unit to a new position to change its owner;Players double click a unit's name to go to a unit in place of single click.
(27)When assigning units or commanders, [...] all commanders should be presented [...] instead of listing only the ones not commanding anything[...]
(28) [...]
(29) [...] button which will show us all my units' movement if clicked.
(30) [...] "B+" button which is used for giving a division a brigade;

(25) would, I think, be of moderate usefulness. It at least fits with the currently-established system.

(26) - Are you talking about the chain of command? There will be a built-in OOB editor with Semper Fi, though you could suggest the need for a double click in a Dev Diary, as I can see that being frustrated if you browse to a unit when you just want to move it.

(27) I can see this being problematic. The current system isn't ideal, but unless new information was provided - such as showing what unit a leader is currently commanding - I think being able to reassign leaders who are already holding commands might leave you with a lot of hard-to-find leaderless units, and even then, that could happen.

(28) repeats (4), and I think it'd be less useful in this sense. Having one popup is one thing, but the icons are less pressing, don't pause the game, and you'd have to click it one-by-one to go to every affected unit.

(29) and (30) seem to suffer from the misconception that HoI3 and HoI2 are built on the same engine. You can't 'inherit' these functions, they'd have to be coded entirely anew. However, I do think (30) be useful if it was judged worthy of implementing - that way you could add and deploy brigades directly to your divisions from the division screen, as well as the deploy screen. (29) can currently be done, just select all of the units whose move-orders you want to see, and you'll see them! A separate button may or may not be superfluous, I'm undecided on that.

(31)When clicking a nation in the diplomatic interface, [...] name of [...] capital city [...] shown, and when the name is clicked, the screen should automatically be turned there,[...]
(32) The cabinet members of a nation should be shown in the diplomatic interface.[...]


(31) seems marginally useful and helpful in tracking down capitols if for some reason you're attacking some place like Turkey or Uzbekistan or what-have-you. I'm game.

(32) is very often requested. I would really like to see it in, as well, but obviously this would require a huge GUI update to the Diplomacy screen. I might try and mess around with this sometime this week in order to see what I can come up with for solutions.

(33) In the comparison of the military powers of a nation's allies, their ic should be shown, [...]
(34) Add a table to show land battle records, like Doomsday.[...]
(35) Add a fighting record list include allies, [...]


In regards (33), I think this is best left on the Espionage screen. A nation's exact industrial capacity is not a matter of common knowledge.

(34) and (35) deal with prohibited topics on the board. I don't know whether they traipse too far or not, but since I don't want this topic locked, I'm going to politely ask that we set them aside. The devs know full well how many people want more military statistics, there's little need to debate that.


(36)In the statistics list, we can go to the unit by double clicking the unit; go to a leader by double clicking the leader; to a province,double clicking a province;like we what we do in hoi2.Double clicking a country will take us to the diplomacy interface;


(36) This adds utility, feature interconnectedness, and more worth to the statistics screen. Thumbs up.


(38)Let players always feel that "Wow!! we are almost in the reality world!" The game have so much element like rains, snows, command distance, metals, day and night, cabinet members...It is really good. And only we need is to let us feel it all the time.This make us feel in the reality world.May be we are more likely to lose a battle. No doult,It is a huge waste if we ignore these factors.


I think you've got some very good ideas mixed in with some that I could see being problematic, pointless or of less utility than current systems. I do agree that where you've got good points, the game would definitely benefit from their inclusion.

(3)The battle result Prompt window had better give more information,such as "some brigade was annihilated" or "some leader was killed"
[...]Taskbar and statusbar:[...]

(16)Taskbar:[...]
(17) Statusbar:


(3) is, again, topica non grata - all I'll say is that I chose to specifically include this, (16) and (17) at the bottom here because it would, as far as I know, require engine re-codes in order to keep track of (3) and implement (16) and (17). I believe (16) and (17) are systems of questionable utility - a unit's ultimate destination is already displayed via an intuitive on-map arrow, their current destination and task are displayed via icons and tooltips, overall, I think adding these two features would thusly not be a good use of developer resources, because they're just another way of displaying information that's already provided handily.

(5)It seems a "bug"----player was not taken to the province after double clicking the message "some unit has arrived some province" in the lnformation Bar

You should report this in the bug forum if it's an actual bug, but it sounds like you're talking about the message history log. Which, I agree, could use more utility.

First,I will show some examples to let you kown the battle system is so un-reasonable.
[...]


You're talking about a complete re-code of the battle engine right now, yeah. I think this would belong in that "HoI4 Wish List" topic, because I can't see them reasonably changing (or even reasonably being expected to change) such a critical and central system in an expansion, only, perhaps, in a new game.

jmschaub said:
Diplomacy is one of the top issues left after AI. [...] ignores the Isolationist element in most of the countries around the world, including the US. [...] Now if an isolationist element were added, maybe as a multiplier, it would slow down that countries shifting factions to a crawl.

[...] But gradually they became friendly to the Alliance and started to supply them with Lend Lease etc. We'll never know if the US would have entered the war without Pearl Harbor, for sure.... [...]

The other part of diplomacy that isn't working is Germany no longer calls it's allies to arms. [...] no Italy means an imbalance on the German front. Meanwhile if anyone gets accepted to the Alliance they are instantly at war.

I agree that Diplomacy definitely needs work. As for your suggestion about adding an 'Isolationist Element', how about this: Neutrality acting as a modifier to drift speed, and the addition of an espionage mission to reduce neutrality in foreign countries - or perhaps a diplomatic mission, or both. This way, countries with high neutrality will hardly drift at all (Switzerland, Sweden, etc.) but ones without will be easier to get into the war. The 'spies-reducing-neutrality' value might have to be tweaked for this, to allow the Allies and Axis to gather their historical forces.

There's a lot I have to say about your musings on British-American and Allied-American relations, but I don't want to turn this into a history debate. I'll just say that I believe the issue of whether or not the US would have ever entered the war without Pearl Harbor is moot in a game-sense - the most important thing to keep in mind, for me, at least, is making sure that the game operates such that the U.S. enters the war at a reasonable time, and might possibly be kept out of it with a lot of work and devoted effort on the side of the Axis.

As for Germany not calling-to-arms, that's just a scripting error. It's related to one of the functions that the 'call-to-arms' script depends on, no longer working properly. This is fixed in several mods, and should be fully repaired in the expansion, I would hope.

Alex_brunius said:
What I do need badly is the supply consumtion reduction. And for that you need Army group HQs. Since you just can attach 5 divisions per Army group you need to build a proper Hierarchy to have all your divisions benefit the supply bonus from that single skill 5 leader.

This is mostly because of game limitations when it comes to the supply system. Like only a single dump per continent, creating unrealistic and unwarranted limits whose impact must be reduced by the use of Army Group HQs.

Ahhhh. If this is the case, yes, that's definitely a problem. I'm sorry - there's obviously no easy solution to that, because the trouble is definitely the need to economize and make the best use of logistics. I do feel, though, that the best solution is 'Better AI control of HQs', rather than 'Fewer HQs'.
 
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unmerged(143535)

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Kaoru... some really brilliant ideas, especially regarding a new naval command hierarchy. It certainly seems to me to be something that would be missing from a Pacific-orientated expansion, and would certainly enhance the feel and realism of the game
 

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The original text is in French, I made the translation by WorldLingo
Excuse the faults :)

I- THE ARRIVAL OF NEW LEADERS

In HOI there is a small defect concerning the arrival of new leaders.
I noticed that each nation generally accomodates new leaders only January 1 of each year whereas the player can be much advances some (to have more divisions, to have the control of several areas, to have gained several battles…) compared to the historical date…
The best solution for the balance of the play will be to have leaders with the fur and measurement:
1- that divisions are created and that these last gain experiment (either as a combatant or by modifier of the government…)
2- nature even of division (division of credit or reserve)
3- type of division (infantry, armoured, parachutists…)

All these factors will determine daily (or weekly, if not monthly), the number and the features of the new leaders whom one will accomodate.

Explanations:
It is simple, logically each nation will not form Division if it does not have an officer of high row to order it.
If it has a lack as general officers, it will grade its colonels (or colonel major) to fill this vacuum. (I think that it is the case in reality).
Also, as a combatant, Divisions gain experiment, the officers who also order them. Thus there will be officers who will be characterized by their behavior under fire; some will have medals, and others will go up in rank. What makes (and it is known), it is in war that the officers can gain gallons quickly (to go up in rank).
To release the officers of file of the data base, it is necessary to reach a level of national experiment. the sum of the experiment of all your Brigades (and HQ).
EX: If you have 12 Brigades which have 15 in experiment, and 10 Brigades with 20 in experiment, and 5 Brigades with 25 in experiment. And a total of 10 Generals.
Thus (12x15) + (10x20) + (5x25) = 505 in national experiment, for 10 Generals.
When you reach 800 in national experiment you will have 4 other Generals (who will be to release from file of the data base). Your total will be thus of 14 Generals.
“Can be the nations which have several officers in the base of data of the play, like Germany, will release more Generals than the others”

II- THE SOLUTION TO BE ABLE TO USE THE BATTALIONS

I know that in HOI, there is many the players who want that the basic unit is the battalion. That seems (I suppose) not to interest the Paradox persons in charge, either that the engine of the play is not able to manage a so great number of units, or that that will pose the problem of microphone-management which will make the play more complicated and difficult for the occasional players (potential, who will seek then - believes one another product…)
There is an intermediate solution which will satisfy the old ones and veteran of HOI and will keep the easy play and accessible to those which have just discovered it.
The solution is to make it possible to the player to compose these brigades starting from various battalions all while keeping only the brigade like the smallest unit to be produced. For that, in the interface production, you can is to choose the brigades proposed by defect (preselected) or for those which like to go into the details, to choose the given option the composition of the brigade (interface brigade composition) which will open to you the window of composition of brigade, and which indicates the number of battalions that you selected as well as the number of authorized battalions, thus you can always create single units with various values of combat and of organization… you can safeguard the made up brigades in templates.
NB. You cannot produce battalions, but to only choose which will enter composition of your brigades.
Here the bond towards an interesting forum:

http://www.europa-universalis.com/fo...d.php?t=276121

III- New behavior for the HQ, new mission for the Brigades and Divided :

PATROLS AND REPRESSION PARTISANE

For the HQ, it is necessary to select the areas in which the Brigades and Divided (which are under their orders) will patrol all in making repression partisane so that the threat of the partisans in the target provinces decreases…
For the Brigades and Divided, it is necessary to choose (using the cursor of the mouse) one traverses on which the Brigades and Divisions will patrol while making repression partisane so that the threat of the partisans in the target provinces decrease…

IV- TWO NEW MISSIONS FOR THE TRANSPORT AIRCRAFT :

1- EVACUATION OF THE TROOPS:
When you select this mission for your transport aircraft, you will have to select the province then where is the troops to evacuate (provided that there is with the minimum an operational air base), and finally you will have to select the province where you go evacuated (even condition).
If your troops are in a high-risk situation, they are encircled and threatened of destruction, you can order with your transport aircraft to test to evacuate the possible maximum of men…
If the mission is a success, in this case (as for dispersion) the evacuated units will appear in the province or you chose as a preliminary evacuated and will start to recover power, materials of replacement for the lost material…
If the mission proceeded under catastrophic conditions, you recover part of labour representing the helped men of these encircled units…
NB1. In these missions of evacuation and rescue the heavy material (armoured, trucks, howitzers…) is automatically lost and will have to be replaced by the continuation.
NB2. If the mission proceeds while the encircled units fight, you undoubtedly will evacuate only one small part of your troops. That is explained by maintains face by troops fighting to allow the troops in withdrawal of the face to be to evacuate, and by the enemy bombardment of the tracks of the airport.
NB3. For launching these missions, it is necessary to be ensured to have air supremacy if not your transport aircraft will risk in their turn to be attacked by the enemy hunters what will worsen your situation.

2- REINFORCEMENT OF THE TROOPS:
When you select this mission for your transport aircraft, you will have to select the province where is the troops to reinforce (provided that there is at least an operational air base).
This mission makes it possible your troops more quickly to gain in power and organization and to have the full one in supply.
NB. You will use labour if your units miss power.

V- TO ALLOW THE CONSTRUCTION OF THE SAILPLANES

During the Second World war, the sailplanes were employed at the time of dangerous operations. Endowed with a degree of accuracy extraordinary and being able to reach inaccessible places for the parachutists.
The sailplanes can be put in the air by the towing by a plane. You must thus attach your fleets of sailplanes to your transport aircraft, if not, with powerful twin-engine aircrafts (or four-engined planes), then to select your target province and to launch the airborne attack.
If the attack carried out is a success, you will recover your fleet of sailplanes by strategic redeployment towards a province containing an air base. If it is a failure, the fleet of sailplanes will be lost.
NB1. The use of the sailplanes increases the effectiveness of the airborne attack since it makes it possible to deposit with precision on a given point of the airborne troops.
NB2. You can even use your fleets of sailplanes to supply your encircled troops.
Ex: Waco CG-4, a number built + 13900

VI- TO ALLOW THE CONSTRUCTION OF THE MONITORING OR RECONNAISSANCE AIRCRAFT

The monitoring or reconnaissance aircraft are military aircrafts conceived to control the airspace and maritime, to identify potential objectives in enemy territory, and more generally to obtain information on the movements of armed force.
Between others: to collect information in enemy territory to prepare the bombardment campaigns, to identify major sites of production of armament, to know the site of the radar installations, installations of DCA, cuttings off of tanks or artillery batteries…
You can thus attach your fleets of reconnaissance aircraft to your Divisions to increase their effectiveness with the engagements, also their chance to locate the enemy and finally to have no-claims bonus in the active modifiers of the battle.
Ex: Focke-Wulf Fw 189, a built number 846 planes

VII- THE ADDITION OTHER COLOURED COLUMNS

1- The column gilded for the Power as Officers
2- The yellow column for the Power as Soldiers
3- The column dark blue for the Power in Heavy Material (tanks, trucks, howitzers…)
4- The column light blue for the Power in Leger Material
5- The column dark green for the Organization
6- The column clear green louse the Moral one
Thus you have an idea detailed on your losses.
In more you have a summary table of sudden and inflicted losses, in the statistical interface as in AOD (Arsenal Off Democracy).

VIII- LOSS OF POWER AND DISORGANIZATION FOR UNITS TRANSPORTEES BY SEA AND AIR

The Divisions transported by one or more ships cargo liners and which will be made intercept by the enemy and attack thereafter, will see their level of power and organization decreased according to damage's undergone on the cargo liner where they are installed.

Even thing for the parachutists on their transport aircraft.


IX- INTERFACE REORGANIZATION AND MILITARY MANAGEMENT

TRANSFER OF BRIGADE

In HOI 3, when you play a country major like Germany or the Soviet Union … you are easily brought to manage more than 350 terrestrial Brigades. With the technological projection and according to needs' for the face, you will be obliged to re-examine and change the composition of the majority of your Divisions (either to increase their power or their rate of travel or to decrease their consumption…).

Ex1: You will like to replace the motorized Brigades of your Divisions armoured by Brigades mechanized more powerful, faster and equipped better.

Ex2: You will want to make amalgamate your Divisions with 2 Brigades with others in order to create Divisions more powerful with 4 or 5 Brigades.

Ex3: You will want to transfer your Brigades from artilleries of your Divisions of infantry to those of alpine infantry…

Only, you do not have any effective tool (option or interface in the play) allowing you to complete all this work quickly, you have the choice only to do all this work manually Brigade by Brigade and Division by Division, all that will take hours before completing it…

Now, you have a solution, you can do all this work in 5 minutes with more details (and without slowing down the speed of your play), while passing by the interface reorganization and military management.

In this interface, you have in detail the number of your brigades.

Also you have the interface of recombining of Divisions whose function is to enable you to recompose your Divisions according to the same principle as the interface of construction of Divisions of the interface of production of the units. For that (starting from all the Brigades you have) you will compose a Division who will be the model to follow and then select the desired number… You can also choose the mode of regrouping of the Brigades; level mode of experiment which will try to level the Brigades higher of experiment together, or another mode of regrouping… For the meticulous ones (ex: who will like to have a historical regrouping or according to an other preference…), they can manually do this work via this interface (it will be much faster).

The regrouping (or fusion) between your Brigades will be done on the province of your choice (thanks to the function “to seek province”, or while clicking directly on the chart). If not it will be by defect… On the chart, the solicited Brigades will separate from their Divisions of origin and will move the ones towards the others to amalgamate and reconstitute new Divisions (during this stage, the bond between the Brigades and their HQ will be yellow color…).

Of another share, this interface enables you to reorganize your army, it is enough for you (as in the Windows explorer) to maintain the Ctrl key inserted and to select from 1 to 5 Divisions, to move them with the cursor of the mouse on the target HQ of your choice, and to slacken the whole so that its Divisions are attached there (even thing to bind the HQ between them).

Moreover, in this interface you can even assign the leaders with your Divisions and HQ. The leaders who have already under their command of the units, can be used (reallocated), they will appear with a different color for good to distinguish them and facilitate their access if need be. To note that even the level of experiment in progress (ex 35%) will appear.

X- PROGRESSION OF the ATTACK IN a PROVINCE

In Hearts Off Iron 3, the attack of a province by a unit is marked by a direct arrow and vacuum with red contours, this vacuum is filled gradually while approaching the target.
At present, the control of a province will not be done any more a only one holding (when the red arrow becomes full), but there is progressive acquisition of the territory with shift of the face (each acquired piece will be coloured in red).

XI- THE FORTIFICATION

Each fortification has a capacity like the ships and had cargo liner. It can be held by one or more Brigades.

XII- THE BASE WAREHOUSE (DEPOSIT HOLDS STOCK AND SHELTER FOR MILITARY MATERIAL)

To avoid the problems of supply and logistics, each player will have the possibility of creating Bases Warehouses…

XIII- MEDALS AND QUOTATIONS

A unit can receive a medal or a quotation for extraordinary heroism at the time of engagements against an armed enemy. The unit must have acted with courage and determination and to have achieved its mission under dangerous conditions. In reward this unit will have no-claims bonus.

XIV- TO SIMULATE THE SPOILS OF WAR

When you annex a country, a territory or encircle an army… you obtain enemy material, material taken on the soldiers who were made prisoners. Let us not forget, the enemy scuttles itself, it voluntarily ruins itself to prevent that its material falls into your hands, the calculation of the captured material will be thus random.
NB. This calculation applies to you and your enemies

XV- EVACUATION OF THE INDUSTRIAL POTENTIAL (DOCTRINES OF THE OPERATION OF EVACUATION)

You can transfer a factory from an area to another.
This action is done in the time from 1 to 100% and requires of Industrial Capacity (Ci) to build the buildings indémontables.
Ex: during the program of Russia, the Soviets could fold up their industrial potential in the order, more than 10 million workers and thousands of dismounted factories being reinstalled in the east of the Ural.

XVI- CREATION Of an ARMY OF RELEASE DOCTRINES OF the FACE OF RELEASE

If the national unit of a coveted or enemy country is in fall and its dissidence in rise then the possibility of to create an army of release can take place .
If you are in war against a country, you can call upon officers who are from the start against the founded mode and authorize them to constitute an army which will remain under your order to support you in your combat. In against part, you will establish with them agreements according to which they will create their own independent and free State. The limits of this State as well as the limits of the provinces which will remain under your control will be established according to a mutual agreement.
To achieve this goal, you will undertake the armament of the military formations made up starting from volunteers (of the immigrants, the refugees, the prisoners…).
Ex: The Army of release of Russia (ROA)
The Army of release of Ukraine (UVV)

XVII- UNOCCUPIED WORKING POPULATION AND MILITARY RESERVE

The unoccupied working population is defined as the whole of the people in age to work, who are available on market of the travaiL, and which are with unemployment.
The military reserve consists of civil (called reservists) likely to fill of the functions soldiers to reinforce them armed forces.
The military reserve is used to in general reinforce the units in lack of manpower, that is the units (credits or reserves) which fight and which lose power, or, in the event of mobilization, the units of reserve which did not reach the maximum of their force.
NB1. Production units of credits is not done starting from the military reserve but starting from the unoccupied working population since training of these men, in the play, takes all the time and Ci necessary.
NB2. Production units of reserve is done starting from the military reserve.
The advantage of this system, it is well to show the role of the reservists then that one reinforces the military units starting from the military reserve and not of the labour. Also, to balance the play, this case the obvious variation in Ci enters the production of same unit X in the active zone or reserves some, does not take place more. Even if the production of units of reserve is less expensive in Ci than that of the credits, that is compensated by the fact that the unit of reserve is formed starting from the military reserve, which in its turn, cost points of Leadership while passing the military service.

XVIII- THE ADDITION OF A SLIDING BAR OF LEADERSHIP: CONSCRIPTION OR MILITARY SERVICE

To increase the number of your military reserve, your unoccupied working population will have to pass the military service. You thus will use part of your points of Leadership to convert the unoccupied working population into military reserve.

XIX- THE POLICY OF THE TRANSFER OF INDUSTRIAL POTENTIAL

You can transfer a factory from an area to another.
This action is done in the time from 1 to 100% and requires of Industrial Capacity (Ci) to build the buildings indémontables.
Ex: during the program of Russia, the Soviets could fold up their industrial potential in the order, more than 10 million workers and thousands of dismounted factories being reinstalled in the east of the Ural.

XX- TO INCREASE THE ECONOMIC POTENTIAL OF YOUR COUNTRY

Without counting the technological modifiers, ministers, mobilization, and other factors, a unit of factory represents in the play, 1 Ci.
For booster rocket your production national and to increase your Ci, you can, after the mobilization, to affect unoccupied working population towards your factories. The unoccupied working population is invaluable, it is your first richness, it is necessary to benefit to the maximum from it in order to increase your production, but to accomodate the latter, your factories need machine tools.
A machine tool (MO) is a machine able to maintain a tool and to print a movement to him in order to cut, cut out, deform a material. This machine can thus be used as means of production.
1 MO represents thousands of machine tools, each MO produced will increase your Ci, and will make it possible a number to determine your unoccupied working population to go to work in the factories. The production of MO does not take many days (approximately 30jours), and does not require much Ci. Into large, more you will produce MO, more you will allow your unoccupied working population to go to work in the factories, and more you will increase your Ci.
Advantage of this system, they are to allow country like Germany, to increase constantly their production, like that, even if it beats against country, like Soviet Union, which practises scorched earth policy, and which folds up its industrial potential towards the interior of the country so that he does not fall to the hands from the enemy, he will always tell on its own economic potential.
Also, this system allows countries like the USA and the Soviet Union, to explode their Ci during one very short time, and to reach records of production of weaponries.

XXI- FOOD, AMMUNITION AND EXPLOSIVES

- The supply is replaced by:
- The food represent food, drugs… intended for the men.
- The ammunition represent the shot, the balls and the shells.
The explosives represent the bombs, the grenades, the landmines and the marine mines.
The interest of this concept is to create a certain flexibility as for the use of supply with the engagements, that wants to say that in certain situations (before launching a great operation, to attack fortifications…) you will be caused to to use enormous quantities of ammunition or explosives (as in AOD, Bombardement) according to the objective to be reached.
Ex1: To order with your units of artillery of launching 10.000 tons of shell (ammunition) on the enemy to cut down his moral, before starting an operation.
Ex2: To order with your tank crew members to draw while rolling to disorientate the enemy, even if that increases their consumption in ammunition…
Ex3: To order with your strategic bombers (or tactics) of launching 20.000tonnes of bombs (explosives) on the cities to decrease the national unit…
Ex4: To order with your navy to drown 50.000tonnes marine mines (explosives) in a coastal area to dissuade the enemy to make an unloading.
Ex5: To order with your units genius to pose 15.000tonnes landmines (explosives) for better organizing defense…
The production of food remains day labourer and replaces in the play that of the supply. On the other hand the production of ammunition, and explosives is made by selection of quantity of tons produce for each one, and requires Ci, it lasts 1 month.
Produced once, them ammunition and explosives will be placed by the player on the chart thus creating visible deposits and stocks only for the player (their site will be hidden for the other countries), and which could be attacked (partially or completely) and be destroyed by aviation (or the artillery) enemy, if ever they are located. If not they will be able to fall between the hands from the enemy if they made a success of its blow…
NB. If you to install your deposits in a province containing a fortification, the latter will be regarded as being the subject of deposits under ground and will be difficult to destroy…
Among the interests of this system one finds, the possibility of captured or to destroy explosive and ammunition dumps. To regulate the problem of supply on the one hand in differentiating the consumption of food, of ammunition and explosives, and in addition while making possible the creation of deposits near the faces… Also to allow the United Kingdom (when it starts to draw from these stocks) to request the assistance of the USA him to provide convoys of weaponries (especially of the ammunition and explosives) to continue its bombardment on Germany. And more importance will give to the U-boots which will try to intercept and to run the ships which will cross the Atlantic to supply the United Kingdom.

XXII- CATCH OF DELAY IN PRODUCTION

Put at by the factories which are forced of stopped their production and which reduced Ci of their country because they were bombarded, and the fact that they require to be to repair (as in AOD) to take again their activities. The manufacturing units will take delay according to the intensity of the bombardment and the number of touched factories. That is explained by the loss of part of the produced material (or in court of production) not yet delivered to the troops…

XXIII- UNITS ENCERCLEES

Contrary to the units which beat a retreat because they lost their organization, and must leave their province to go to another adjacent, by hoping that the soldiers will recover very quickly, and will continue the combat afterwards, (or for other reasons…). Encircled units do not have this chance, they can neither flee, nor to beat a retreat. They know that they are taken with the trap, and that it is their survival which is now in question. In this case their resistance will be larger their effectiveness with the combat also, even if their organization falls to 0.
NB. If the country is spirit to lose the war and its national unit is with lowest, the resistance of the units will be less. Indeed the soldiers will prefer to go and be done captive rather than to sacrifice itself for an already lost war…

XXIV- VOLUNTEERS

When you are in war, your allies or the countries friendly, will be able to send to you volunteers in the form of unoccupied working population or of military reserve. Sometimes, it is necessary to request the activity of your spies in order to encourage the populations of these countries to come you to assistance.
 
Last edited:

PanzerWilly

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I've always said that Isolation or Neutrality should drag nations to the MIDDLE of the triangle and away from ALL factions at a strength to outweigh any diplomatic actions that various countries may undertake. Only by lowering the neutrality value (by event or action) can a nation begin to drift toward a faction.

This would utterly prevent Switzerland (Neutrality 100) from joining the Allies. Among other desirable actions.
 

Kaoru Nagisa

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Before I begin, lemme just say - I am not styling myself in any way as the final word or expert on anything, at all, whatsoever. If you disagree with anything I say, like when I say 'In my opinion, this isn't right for Hearts of Iron 3 because of this, and this, and this' - feel free to disagree or say so! I'm doing a lot of posting right now because I like picking through people's ideas, but like the opening post says, I intend for this stuff to be discussed, not just read! ...If you wanna, at least, please contribute opinions and criticism!~

The original text is in French, I made the translation by WorldLingo
Excuse the faults :)

I THE ARRIVAL OF NEW LEADERS
[...] each nation generally accomodates [ED: Receives?] new leaders only January 1 of each year [...]
The best solution for the balance of the play will be to have leaders with the fur and measurement: [...]

This is a very interesting system. I personally feel like a dynamic leader-generation system would be a good (but arcade-style) mechanic. Due to the difficulties associated (Coding, research, need for pictures, names, everything that'd have to happen) and the potential conflicts with the design-philosophy of Hearts of Iron 3 (which has consistently rejected the call for random leader generation) I'm not so sure it's a system we could expect to see in Semper Fi, but I wouldn't write it off for a future expansion.

To my understanding, at the moment (and this is MY interpretation, I'm not tryin' to put words in the developer's mouths) their current stance is that every nation has infinite leaders, at the moment - everyone beyond your named-and-defined leaderlist is simply a skill-0, no-picture leader who can't advance. However, the feature you're suggesting is twofold - designed both to make up for the shortage of leaders, and to make up for the problem of them only appearing on January 1st.

And as I understand it, it's not just new leaders you want, it's a system that releases leaders in the database that are primed to activate in the coming years, based on need. In that sense I think it's an interesting system - but it sort of defeats the purpose of having activation dates for leaders in the first place. I'd like to know how you envision this feature interacting with the constraints of activation dates, leader limits, and the like.

II THE SOLUTION TO BE ABLE TO USE THE BATTALIONS
[...]there is many the players who want that the basic unit is the battalion. [...] either that the engine of the play is not able to manage a so great number of units, or [...] the problem of microphone-management which will make the play more complicated [...]

The solution is to make it possible to the player to compose these brigades starting from various battalions all while keeping only the brigade like the smallest unit to be produced.[...] choose the brigades proposed by defect [ED: Default?] (preselected) or for those which like to go into the details, to choose the given option the composition of the brigade (interface brigade composition) [...] open to you the window of composition of brigade, [...] you can safeguard the made up brigades in templates.
NB. You cannot produce battalions, but to only choose which will enter composition of your brigades.[...]

I think this is an excellent idea. Organically building brigades via the inclusion of battalions, without actually being able to include battalions, is an extension of the current functionality of building divisions from brigades.

I doubt it'll make it into Semper Fi, but this is one of the best suggestions for a battalion-setup that I've yet read - it doesn't require Paradox to introduce any new leaders, it doesn't require them to deal with having more units on the map, it doesn't require the AI to learn new strategies for building armies, and it probably doesn't mean teaching the AI too many new things at all (Since division-building from brigades, and other production, is controlled through LUA scripts, and scripts already exist to handle various pre-set assortments.)

I'm also just a little prejudiced, in that it's similar to my own stated idea in the opening post, of eventually, eventually (Next expansion or later, at earliest) making it so that air wings are smaller units organically-constructed from squadrons and flights. Instituting that system for land units would make it easier to argue for doing the same in the air. :p But, yes! I don't think this is in the cards for Semper Fi, but I absolutely support it.

A few problems I could foresee: This could really turn into a clickfest, even if you have saved presets. Battalion-size would probably be set at either 500 or 1,000, which means between three and six extra clicks to make every brigade. If it's quick and intuitive, this shouldn't be too much trouble. It's more a question of designing a good UI and making sure there are proper presets for any player who doesn't want to muck around with this. I might see what I can come up with.

III New behavior for the HQ, new mission for the Brigades and Divided : PATROLS AND REPRESSION PARTISANE
[...] it is necessary to select the areas in which the Brigades and Divided (which are under their orders) will patrol [...] threat of the partisans in the target provinces decreases…[...]

So, just so I'm clear on this, you want one new stance - Patrol - for HQs, which will cause them to use their units in an antipartisan fashion, both actively patrolling to reduce revolt-risk and trying to stamp out partisans where they appear - and you want to be able to both define areas and simply choose lines or groups of provinces to do this in? Yeah, that sounds good! With the new work being done on being able to define theatres, and the stated goal of improving the AI, as well as the myriad calls for a feature like this, I can definitely see this as a possibility for Semper Fi. It might even be one of their unannounced features, but we'll have to see!

One issue I can see arising with this, though, is that the AI isn't always quick to react, and it might be possible for partisan groups to move out of their defined sphere of influence before they can, thus disengaging the AI from pursuing them. Also, if a player just gives the AI a region like the entirety of Northern France to patrol with just a couple of divisions, and partisan activity is high, I can see the AI having trouble keeping things under control, leading to player complaints about how it's not doing its job.

IV TWO NEW MISSIONS FOR THE TRANSPORT AIRCRAFT :
1- EVACUATION OF THE TROOPS:
[...]select the province then where is the troops to evacuate (provided that there is with the minimum an operational air base), and finally you will have to select the province where you go evacuated [...]
troops are in a high-risk situation, they are encircled and threatened of destruction, [...] order with your transport aircraft [...] evacuate the possible maximum of men… [ED: As many men as possible?]
[...] evacuated units will appear in the province or you chose [...] will start to recover power, materials of replacement for the lost material…
If the mission proceeded under catastrophic conditions, you recover part of labour [ED: Manpower?] representing the helped men of these encircled units…
NB1. [...] heavy material (armoured, trucks, howitzers…) is automatically lost and will have to be replaced [...]
NB2. If the mission proceeds while the encircled units fight, you [...] will evacuate only one small part of your troops. [...] troops fighting to allow the troops in withdrawal of the face to be to evacuate, and by the enemy bombardment of the tracks of the airport.
NB3. [...] it is necessary to [...] have air supremacy if not your transport aircraft will risk [...] to be attacked by the enemy hunters [...]

As an avid fan of War in the Pacific, I absolutely, positively, no-questions-asked love the concept of this mission. Putting it into execution in a Hearts of Iron 3 context, however, is difficult. It could be very easily abused, at the scale HoI3 is played at, and it'd likely be abused much more by players than by the AI. Not to mention, I don't believe that, in WWII, there was ever any single mass-airborne evacuation of over a few thousand men, or so.

The truth of the matter is that this idea as a one-shot mission just doesn't work that well. Airborne transit of troops did happen - especially in the Pacific - and it happened relatively often, but almost never at the division-at-a-time level. It was much more common to see units moved piecemeal by planes over the course of a month or so. Unfortunately, Hearts of Iron 3 thinks of brigades and divisions as single, indivisible units.

Partial airlifts work in War in the Pacific because units are just collection of squads and equipment, and they're made with the functionality to be divided for tactical reasons. Hearts of Iron 3 doesn't work that way, though. And even if implemented - except for saving one or two very high-value, high-experience divisions, I don't know how often this would be used. In essence...I love the concept, but I just don't think it's right for HoI3, for these and other reasons.


2- REINFORCEMENT OF THE TROOPS:
When you select this mission for your transport aircraft, you will have to select the province where is the troops to reinforce (provided that there is at least an operational air base).
This mission makes it possible your troops more quickly to gain in power and organization and to have the full one in supply.
NB. You will use labour if your units miss power.

Even in concept, I think this is somewhat awkward. The problem with reinforcement isn't with delivering men to the frontlines, most often - a unit's strength is determined not by its complement of men, but by their ability to act as a single unit, and their cohesiveness. Part of reinforcement is indoctrinating new recruits into the unit, showing them the ropes, how to meld and jive with their squadmates - and that's something that airborne reinforcement doesn't accomplish. Not to mention, using this system would definitely be more easy and constant for the player than the AI - giving humans an unnecessary and unreasonable advantage over the computer. I do think plane transport should have more utility than it does now, but I don't think this is the way to go.

V TO ALLOW THE CONSTRUCTION OF THE SAILPLANES[ED: Gliders?]
[...]
NB1. The use of the sailplanes increases the effectiveness of the airborne attack since it makes it possible to deposit with precision on a given point of the airborne troops.
NB2. You can even use your fleets of sailplanes to supply your encircled troops.[...]

I'll presume you're talking about gliders, here. The trouble with representing gliders as a separate unit is that gliders were pretty much an integral part of every airborne operation during World War II, to my understanding. They were part of the paratrooper's unit, there was no special, glider-trained unit, and conducting a mass-scale airborne landing without them would've been laughed at.

There were special units not represented in the vanilla game - light tanks, anti-tank and artillery emplacements flown in via glider - but I think these might be better represented by paradroppable brigades of those, or by techs that increase the appropriate values for paratroopers. I also think that what you suggest would be better represented by a 'Glider Technology' tech for Paratroopers, to increase airborne assault effectiveness, instead of a separate unit. And to my knowledge, while resupplying by glider happened, it would be even more limited than current air-supply, and thus not very useful.

VI TO ALLOW THE CONSTRUCTION OF THE MONITORING OR RECONNAISSANCE AIRCRAFT
The monitoring or reconnaissance aircraft are military aircrafts conceived to control the airspace and maritime, to identify potential objectives in enemy territory, and more generally to obtain information on the movements of armed force.
Between others: to collect information in enemy territory to prepare the bombardment campaigns, to identify major sites of production of armament, to know the site of the radar installations, installations of DCA, cuttings off of tanks or artillery batteries…
You can thus attach your fleets of reconnaissance aircraft to your Divisions to increase their effectiveness with the engagements, also their chance to locate the enemy and finally to have no-claims bonus in the active modifiers of the battle.

The idea of reconnaissance aircraft is, I think, a good one - but attaching them to land units seems needless and just plain wrong, to me. We've already moved away from the HoI2 style of attachments being 'anything that assisted a division', land brigades are now pretty exclusively land combat units, whereas air units are air units. There are a lot of troubles to be had with recon aircraft, though - they'd be very micromanagement intensive, they'd need constant air escort in order to fly and not be crippled by enemy air, they'd be otherwise pretty useless - by their very nature, they can't really fight, or bomb, or transport troops.

Thus we have a micro-intensive aircraft that tells you exactly as much as running a regular air mission over a province does, but can't actually run a regular air mission. To me, this seems like a bad idea for a full unit. However, there might be ways of making them work. I've got nothin' at the moment - anyone else?

VII THE ADDITION OTHER COLOURED COLUMNS
1- The column gilded for the Power as Officers
2- The yellow column for the Power as Soldiers
3- The column dark blue for the Power in Heavy Material (tanks, trucks, howitzers…)
4- The column light blue for the Power in Leger [ED: Light?] Material
5- The column dark green for the Organization
6- The column clear green louse the Moral one
Thus you have an idea detailed on your losses.
In more you have a summary table of sudden and inflicted losses, in the statistical interface as in AOD (Arsenal Off Democracy).

Where, exactly, are these columns supposed to go? On the unit card? On a statistics page? I don't think I actually understand what you're getting at, here.

VIII- LOSS OF POWER AND DISORGANIZATION FOR UNITS TRANSPORTEES BY SEA AND AIR

The Divisions transported [...] intercept by the enemy and attack thereafter, will see their level of power and organization decreased [...]

Even thing for the parachutists on their transport aircraft.

This is just about realism, reasonability and immersion. I agree completely, and think that in general the whole 'transporting troops' thing needs to be much more detailed. In practice, I believe, it was incredibly rare for large numbers of troops (division-sized or greater) to be intercepted and wholly destroyed on the open seas, because the men involved could either be rescued later by friendly ships, captured (which can't and won't be represented in Hearts of Iron 3, admittedly) or, if they were near land, could swim to shore and either reform in friendly territory or be picked up. I'd definitely like to see some form of troops taking organization and strength losses if their transports are attacked.

In War in the Pacific, this system is handled directly, because parts of infantry units are loaded onto separate transports, and thus, if you lose a ship, you know exactly what part of the unit has been lost. This will likely have to be abstracted in Hearts of Iron 3, though - but there will be problems, such as, 'If one infantry division is traveling in a fleet of five transports, and three are sunk, how much of the division is lost?' - it's going to be an issue that might not be easily resolved, but it's possible they're working on it for SF already.

IX- INTERFACE REORGANIZATION AND MILITARY MANAGEMENT
[...Wow!]

Let me just say that I love the idea of this screen. I had a similar one, an extra tab like the Politics, Diplomacy and Espionage tabs, called the 'Command' tab, being used instead of what I've seen of the current on-screen OOB editor being used for SF. I really like some of the ideas you're putting forth here. I might try to make a testbed for some of it, at least to block out what it would look like.

X- PROGRESSION OF the ATTACK IN a PROVINCE
In Hearts Off Iron 3, the attack of a province by a unit is marked by a direct arrow and vacuum with red contours, this vacuum is filled gradually while approaching the target.
At present, the control of a province will not be done any more a only one holding (when the red arrow becomes full), but there is progressive acquisition of the territory with shift of the face (each acquired piece will be coloured in red).

This would probably mean a huge re-write of the combat engine, but I like the idea in practice. I actually especially like the idea of partial-control of a province, and stopping an attack without completely losing control of all the territory you've gained, and having to re-start your movement and attack completely. I don't think anything like this will happen in SF, and it might not even happen until HoI4 if it happens at all - but I would like to see something like it done.

XI- THE FORTIFICATION
Each fortification has a capacity like the ships and had cargo liner. It can be held by one or more Brigades.

Just out of curiousity - what's the point of this? Units already 'man the fortifications' by standing in the province where they exist. The biggest utility I can see for this feature is if it's paired with the above idea, and fortifications are placed as discrete units in a province that can be 'overrun' and thus rendered useless to the defenders. But that could quickly get very micro-intensive to keep track of.

XII- THE BASE WAREHOUSE (DEPOSIT HOLDS STOCK AND SHELTER FOR MILITARY MATERIAL)
To avoid the problems of supply and logistics, each player will have the possibility of creating Bases Warehouses…

Almost everyone would like to see more player control of the supply system. On the other hand, this won't 'solve' the supply problem, even though it could help it quite a bit - most player's problems come from trying to push too many supplies through low-infrastructure provinces without researching the supply techs.

I have personally managed to supply a 300,000-man army deep in the heart of Africa, from the ports on the Mediterranean, using only infrastructure-building and supply tech research - and making sure that I built lots of ports, sent many convoys, and used low-supply units. There will always be players trying to use an all-motorized, all-panzer army in the depths of Russia, and saying that the supply and logistics system is terrible, however many supply depots they can create.

I do think that supply depots are a good idea - but I believe Johan has stated specifically that they likely will not be in the expansion.

XIII- MEDALS AND QUOTATIONS
A unit can receive a medal or a quotation for extraordinary heroism at the time of engagements against an armed enemy. The unit must have acted with courage and determination and to have achieved its mission under dangerous conditions. In reward this unit will have no-claims bonus.

I love the idea of medals and citations for units and for leaders - but there are so many problems with them you can't even begin to count them. What is 'extraordinary heroism'? The way the combat system is set up tends to average out results so that a division's performance is less about the individual rolls and more about the unit's tech level, equipment, supply, etcetera. And in addition: How often were entire divisions, much less corps, awarded medals or citations? The answer is: Not very, at all. Generals would be more likely to get them, I suppose, but the trouble of deciphering when they deserve them is a huge issue, unless earning one is just random chance.

I personally think that setting the system up so that 'traits' can be earned, and so that we have more possibilities to work with in assigning trait bonuses, would allow modders to have free reign at creating medals and citations, and this might be a better usage of manpower - opening the flood-gates to the modders - than trying to work through instituting this without a good idea of how it'd work.

However, campaign ribbons are another thing entirely, I think being able to declare a campaign - like Barbarossa, like Operation Husky, like D-Day, like Tunisia, the list goes on - and for any unit that participates in a certain percentage of battles within the geographical area picked for the campaign, to be given a campaign ribbon, would be a neat little perk. However, graphics for this would be tricky, and likely work-intensive to create, especially if campaigns can be user-defined.

XIV- TO SIMULATE THE SPOILS OF WAR
[...]

This is already simulated by capturing the enemy's resource and supply stockpiles at the enemy capitol. The thing is, that very rarely were captured munitions of use on a divisional level or above - because captured weapons used different ammunition, of which there was a strictly-limited supply, because captured tanks had different control systems than your own, because captured planes didn't have competent pilots to fly them. And in general, it was vastly more likely for the enemy to successfully scuttle their material than it was for it to fall into your hands. The current system - where you get the entirety of their supplies when you capture a province with supply in it - is pretty generous, already.

XV- EVACUATION OF THE INDUSTRIAL POTENTIAL (DOCTRINES OF THE OPERATION OF EVACUATION)
You can transfer a factory from an area to another.
This action is done in the time from 1 to 100% and requires of Industrial Capacity (Ci) to build the buildings [...]

This would be a very good feature - but the problem is making it work for everyone, when historically, only China and Russia really practiced it. Most other nations were either conquered so quickly they couldn't move their industry, never invaded and thus didn't need to, or simply didn't have the manpower. Both Russia and China had - as you mentioned - tens upon tens of millions of workers that could work to disassemble factories and move them. Other countries - excluding Germany - really didn't have that huge pool of patriotic, fanatical unskilled and skilled labor to draw upon. It wasn't until Vietnam that this sort of thing really happened again.

As it stands right now, I think the transfer of industry to the interior is best handled through events and decisions.

XVI- CREATION Of an ARMY OF RELEASE DOCTRINES OF the FACE OF RELEASE
[...] If you are in war against a country, you can call upon officers who are from the start against the founded mode and authorize them to constitute an army which will remain under your order to support you in your combat. [...]
Ex: The Army of release of Russia (ROA)
The Army of release of Ukraine (UVV)

This is an incredibly flavorful and fun idea. Unfortunately, like several of your others, I think the applications are rather limited. The two units you name - which are arguably the most famous examples - were hardly more than a division in size despite being called 'armies', were rarely if ever tested in combat against the country they were seeking independence from, and, in the case of the Army of Russia, actually rebelled and fought against the Germans who'd armed and equipped them. I would love to see more options for organizing forces like this - forced raised from those dissatisfied with the government at hand, like the troops the Japanese raised in Burma, like the occupation armies they raised in China, and so on, and so forth.

But I just don't think it can be implemented without a very clear idea as to how it would work, what concepts it could be built on, and how it's appropriate - again, because of the scale and the limited forces and countries involved, it might be easier to just leave this to decisions and events loading OOBs with the units, if criteria matching their creation is met. Besides, I honestly don't think the Germans would've ever lived up to their promises to these armies.

XVII- UNOCCUPIED WORKING POPULATION AND MILITARY RESERVE
The unoccupied working population is defined as the whole of the people in age to work, who are available on market of the travaiL, and which are with unemployment.
The military reserve consists of civil (called reservists) likely to fill of the functions soldiers to reinforce them armed forces.
The military reserve is used to in general reinforce the units in lack of manpower, that is the units (credits or reserves) which fight and which lose power, or, in the event of mobilization, the units of reserve which did not reach the maximum of their force.
NB1. Production units of credits is not done starting from the military reserve but starting from the unoccupied working population since training of these men, in the play, takes all the time and Ci necessary.
NB2. Production units of reserve is done starting from the military reserve.
The advantage of this system, it is well to show the role of the reservists then that one reinforces the military units starting from the military reserve and not of the labour. Also, to balance the play, this case the obvious variation in Ci enters the production of same unit X in the active zone or reserves some, does not take place more. Even if the production of units of reserve is less expensive in Ci than that of the credits, that is compensated by the fact that the unit of reserve is formed starting from the military reserve, which in its turn, cost points of Leadership while passing the military service.

This sounds, in essence, like a 'separate manpower' idea. My personal feeling is that we have enough trouble balancing even one manpower-value - it would be nice to, as it was in Victoria, have a certain amount of it be reservists, a certain amount be frontline troops, a certain amount be foreign troops, a certain amount be colonial troops, and so on and so forth, but really, I think the system would have to be built from the ground up to accomodate that. An idea for a later expansion at best or for HoI4 or later otherwise, I think, because of the massive recodes it would entail.

XVIII- THE ADDITION OF A SLIDING BAR OF LEADERSHIP: CONSCRIPTION OR MILITARY SERVICE
[...]

This is part of the idea you outline above. I think conscription, drafts and military service are better handled through the political system and laws, perhaps a more in-depth version of the system we have now. Except for the NKVD and various related organizations, it wasn't often when having more officers meant you could press more people into combat - spending leadership training soldiers might be an interesting way to modify starting experience, though.

XIX- THE POLICY OF THE TRANSFER OF INDUSTRIAL POTENTIAL
[...]

This is XV all over again.

XX- TO INCREASE THE ECONOMIC POTENTIAL OF YOUR COUNTRY
[...]

There are some good ideas here, but most depend on your above 'split manpower' concept. Already, again, there are big problems (and some game-balance decisions) affecting the manpower of various nations, and splitting them up into reserves and regular workers doubles the scale of the problem.

And, too, this idea requires accurate population counts for every nation on earth, which requires a huge amount of research, and what about those countries that are populous but shouldn't be able to industrialize this fast, like China, and India, just to name a couple? If this system wasn't carefully implemented, low-cost, low-buildtime machine-tool-modifiers like the ones you're talking about could see these two countries becoming more powerful than the US.

XXI- FOOD, AMMUNITION AND EXPLOSIVES
[...]

Like some of your other examples, while you have a lot of good ideas here, none of them are in any way feasible for Semper Fi, and most aren't feasible even for anything before HoI3. Not to mention, with the current woes we're having with the supply system, splitting supply up like this is asking for trouble. While I would personally love to be able to set munitions-use and conduct bombardments, and the like, as you outline here, I think it would be far too micro-intensive for a game of HoI3's scale and scope. There might be elements that could be used, though.

XXII- CATCH OF DELAY IN PRODUCTION
[...]

I have serious doubts about how this system would work - how would it be determined which units suffered shortages and setbacks? Again, in a game where things were actually created in factories and then shipped to the troops where they were assembled (Say a mix between AGEOD's Rise of Prussia and War in the Pacific) this would be very easy and reasonable to implement. But units constructed in HoI3 aren't actually tied to any factory. If it was just randomly determined, that'd work fine, I suppose!

I think this might be frustratingly-abusable if it weren't random, however - you could, for instance, repeatedly bomb the shipyards of a country so they couldn't get any more ships out. Yes, this historically happened, but when the AI's not going to likely be smart enough to defend against that well or fight back, it causes balance problems that overall make the game less enjoyable.

XXIII- UNITS ENCERCLEES
[...] Encircled units [...] can neither flee, nor to beat a retreat. [...] In this case their resistance will be larger their effectiveness with the combat also, even if their organization falls to 0.
NB. If the country is spirit to lose the war and its national unit is with lowest, the resistance of the units will be less. Indeed the soldiers will prefer to go and be done captive rather than to sacrifice itself for an already lost war…

This discussion has been had many times before. While it's true that heroic stands did happen, especially in countries with high national unity and great patriotic fervor, the fact of the matter is that an encircled unit - while fighting more valiantly - will fight less effectively, because of a lack of tactical and strategic mobility, because of having to fight on all sides of itself at once instead of concentrating forces, because of being unable to properly bring up supply, and for a bevy of other reasons.

I do think that a mitigation of the encirclement penalty based on national unity might be worthwhile and realistic - say that it's only half as bad if your NU's high, but twice as bad if it's very low - but under no circumstances should a unit of divisional size have a bonus when encircled.

XXIV- VOLUNTEERS
When you are in war, your allies or the countries friendly, will be able to send to you volunteers in the form of unoccupied working population or of military reserve. Sometimes, it is necessary to request the activity of your spies in order to encourage the populations of these countries to come you to assistance.

Now this, I like. Not the bit about the split manpower, but about foreign countries being able to send volunteers or forces even if they aren't officially at war. This happened a lot during and before World War II - Division Azul was partially sent to thank Hitler and Mussolini for their help during the Spanish Civil War, on which both sides had international commitments of troops and planes and tanks, the American Volunteer Group (the Flying Tigers) lit up the skies above China well before official hostilities with Japan began, American airmen flew in the Battle over Britain and numerous other examples of this predominated.

Having the system limited solely to expeditionary forces is unnecessarily constraining, because it leaves countries unable to help out anyone who isn't already in their faction. The problem is, though, finding a way to make this work. I mean, be honest, here: Who actually sends expeditionary forces to the AI? And who here trusts the AI to understand when and how to send you expeditionary forces? Yeah. Work on this is being done for SF, though.

That's why I think that working some variant of this system into Semper Fi, which is already working out ways for you to call for aid internationally and request units and troops, would be an excellent idea.

PanzerWilly said:
I've always said that Isolation or Neutrality should drag nations to the MIDDLE of the triangle and away from ALL factions at a strength to outweigh any diplomatic actions that various countries may undertake. Only by lowering the neutrality value (by event or action) can a nation begin to drift toward a faction.

This would utterly prevent Switzerland (Neutrality 100) from joining the Allies. Among other desirable actions.

Now this seems like a very well-thought-out idea - so long as foreign countries have a way to lower neutrality in nations not their own, and so long as functions are exported to the LUA script in order to help handle the AI dealing with this. The one big issue I see with this is that I think the diplomatic system is coded so that a country is always drifting towards a given faction, so unless neutrality is redefined as a new 'faction' in the center, with a very high pull, it'll mean some re-coding to make it work - but I think it'd be a worthwhile investment, myself.