So what do you all want to see in HOI3 -(no death camps, terror bombings, or purges)

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Porkman

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Volf said:
Buy? Recon units? Nope - dont like that idea. I really dunno how to do this but this isnt the best choice IMO.

I agree. It's already annoying enough to keep track of spies in the current game. Can you imagine the clickfest resulting from launching enough recon planes for any given day of Barbarossa?

The current system isn't perfect by any means but making recon another step in planning an attack, while good on paper and definitely more realistic, will slow the game down and probably just end with them being grounded anyway. I find that after I've been playing for a long stretch, it get's too annoying to mess with air units so I don't use them unless I have to.

I like the Uncle Alias idea because that could be abstracted to a one or two click "set spy level: Germany 40% recon" type thing and then forgotten unless change was needed. The effect of recon flights could be passively modeled under the hood by espionage bonuses when better planes were researched and minuses based on how much air defenses (planes, AA, radar) were in the region. This along with a whole mess of other modifiers based on decryption, government type etc.
 

Enzo

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Yes, in current HOI, reconnaissance is unimportant. You could easily find out your oponents strenght by quick attacking it by airforce or army and short after that abort the mission. That should be better and more interesting in HOI3, so you need recon forces/planes
This make me think to an important feature : canceling attack should not be so easy. When your division is engaged on the battlefield you should have a serious price to pay to cancel the attack.
 

unmerged(79123)

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Enzo said:
This make me think to an important feature : canceling attack should not be so easy. When your division is engaged on the battlefield you should have a serious price to pay to cancel the attack.

I wouldn't say you should pay a serious price. But there should no longer be manual retreat options. Maybe a system where you can issue an order at anytime for your forces to withdraw, but they won't just immediately withdraw. If you're using INF against a largely mobile force, then good luck on withdrawing quickly. And if your general is much less skilled than the oposing commander, your forces won't be able to withdraw as quickly.

And if it's an amphibious attack, it should be VERY difficult to call it off once the attack has started. It's very lame that you can just "retreat" back to your transports with your forces intact.
 
Aug 26, 2008
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deley in orders - u cannot make action until some time has gone? that should be good. And more penaltiesfor slow units from canceling assault. Withdrawal should not be as easy -ure not just ending battle but try to get out of it. Right now its just retreat and its all over.
 

unmerged(43594)

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i would like to see more oil and rare material dependent war industry

. in a strategic game it should have its place couse it was one of the main factors germans didnt win the war. often number of planes or tanks made where restricted by materials avaible of rare resources and in late war 43-45 they lost alot of tactical battles due to fuel shortage where they couldnt move tanks and had to abendon expensive tanks and couldnt attack or support with em as they wantedc to. also planes coudlnt fly couse of this.
 

ArneHD

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What I would like is to take another feature from the Victoria research model, specifically inventions. Inventions are essentially events that add stats or allows construction of certain models. Thus you are researching advanced light tank. This gives you the tank itself immediately, but also allows some inventions, like "Radio communication for tanks" or "Command tank" that, say, add organization to a tank division.

Certain ministers or slider settings would increase the rate at which you got these inventions; Germany would get these inventions soon after researching the technology in question, but nations like the Soviet Union would get them much later.
 
Aug 26, 2008
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2 wys of upgrading forces:
1. standard like in HoI2 - u have researched new model ex: PzKfw IV and ure changing ure divs from standard PzKfw III
2. U want a different version of a model like u have new better guns - u research it and it gives bonus but 'on upgrade' - a new version of ex PzKfw IV wiht better gun, plates etc. (like PzKfw IVa IVb IVc and so on - new name or nr is not neccessary its just an example)

Upgrades and bonuses for specified models - only for Inf 43 and not 41
or like in point 2 - u have better guns for Panthers but parts of ure divs are still equiped with PzKfw IV so the bonus goes only for yhe ones with PzKfw V Panther.
 

daemonofdecay

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Cpack said:
That should be better and more interesting in HOI3, so you need recon forces/planes

This should be abstracted into how effecient/good your intelligence minister is and the spy system in general.

Personally, I would like to see the spy system more akin to the Merchant system of EU3 (just without monopolies, of couse :rofl: ), where I could pick and choose whichever Centers of Trade (in this case, nations or their capitols) I want to invest in sending spies to and then determin what level of activity I want to engage in. Of course, it would also be nice if we didn't have specific spy units and instead it was more of a abstracted system, but this is if they do keep spies themselves in.

None: No spies. Barebones information from the diplomatic staff or from heresay and guesswork. Should give a guess that should be in the ballpark as to military and industrial strength, but nothinc concrete.

Low: Try and keep at least 1 spy here at all times, but not to exceed this. Would in turn give basic information like a basic guess at military strength and current reservist status (if the nation is begining to call up reserves, for instance). Of course, this information could be way off the mark or, in the case of a warning about them calling up their reserves, could be delayed by a while. This is for nations you don't really care about and should be the starting amount for far away nations.

Moderate: Multiple spies here. This is what you would want in a nation at war or you will be at war with soon. Gives more detailed information of the above, but would also provide information like basic location of military (if they are building up on our border, or if the majority of their military is elsewhere) and give you more detailed information about the units facing you on the field (more accurate numbers of how many divisions in front of you, and perhaps a province or two deeper behind enemy lines).This level would also incure a monotary fee for supporting the spies work, to prevent people from doing this accross the board.

Heavy: Trying to maximize spy/recon activity. You would get better information on all the above, any missions either your spies undertake on their own or that you order would have a greater chance of success, you would be able too see more than two provinces deep into your enemies territory, and you would have very detailed information of their tech progress, more specific military dispositions ("large portions of their fleet active in the Atlantic"), etc. Of course, the support cost for this kind of information apparatus should be high enough to prevent people from having a half dozen of these (or to keep small nations from having them very easily).
 

lionhead

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I ogt a big serious request i cme up with after playing HOI2 again about an hour ago.

They should have more names for government systems. Not just "paternal autocrat" when its not so clearly too the right or left.

I mean, Yugoslavia was definitly a recognized Kingdom yet in the game its a just a "paternal autocrat". Which is correct in a way, but not very clear.

Kingdom, Tribalism, Republic, Police state, Socialist state. Give the countries their rightful names.
 

SimuLord

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Short version, I'd like to see the AI given a copy of Sun Tzu, Clausewitz, and some USMA-issue textbooks about Second World War military strategy and tactics and sent to its quarters to read them during the beta test.
 

coolguy684

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id like there to be some sort of simulation of the negative effects of overpopulation. i think that food as a resource would help with this. in hoi2, china and the ussr have no conceivable issues with their opulation, while historically, they both had serious food shortages, more for the ROC than for the ussr tho. i think that the food resource need shud be based on how much ur current mp stockpile is and how much mp u gain per day.
 

blue emu

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coolguy684 said:
... i think that the food resource need shud be based on how much ur current mp stockpile is and how much mp u gain per day.
What does your Manpower stockpile have to do with food requirements? Do you figure that people don't eat anything until they are available for Military service? Once they are in uniform, they stop eating?
 

blue emu

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Don_Quigleone said:
No but men involved with agriculture(probably the biggest single industry back then) can't fight, also many military units did live off the land to an extent.
The men represented by your Manpower pool are not just sitting in a waiting room... they are available for drafting, but meanwhile working at typical jobs, including Agriculture. Also, Military units within your home country (ie: while at peace) did not live off the land. Neither did the majority of troops in the field.... or you would never go out of Supply.
 

henryjai

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SimuLord said:
Short version, I'd like to see the AI given a copy of Sun Tzu, Clausewitz, and some USMA-issue textbooks about Second World War military strategy and tactics and sent to its quarters to read them during the beta test.


a copy of Sun Tzu is enough for "grand strategy" game ;) Sun Tzu can apply to strategic level, tactical level, practically anything in real life.


Clausewitz is something too "dead" and not suitable nowadays.
 

sbr

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blue emu said:
What does your Manpower stockpile have to do with food requirements? Do you figure that people don't eat anything until they are available for Military service? Once they are in uniform, they stop eating?
After they are in the military they use Supplies.
 

blue emu

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sbr said:
After they are in the military they use Supplies.
"My men can eat their belts, but my Tanks gotta have gas!" - Patton.
 

CommanderCody

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I first put some of this in way back when we were discussing wish lists for HOI2:

Ships
Combat: True naval combat, rather than kludged land combat, needs to be realized. Look at Grigsby's War In the Pacific for some ideas. Keeping CAGs attached to CVs is still a good idea, as HOI1's floating airfields for B-29s was a farce. Proper CVEs, which were used as ASW escorts in the Altlantic and invasion fleet protectors and shore bombarders in the Pacific, need to be included. Not sure if CVLs are absolutely required.

Upgrades: This idea that ships cannot be upgraded is absolutely ahistorical. Ships had continuous upgrades in AA, radars, gunnery control and even range (coal to oil conversion). Of course, to be upgraded, a ship must remain in a large-enough port (say Size 10 port for BBs and CVs, lower for others).

Production
Factories: The production of ships, aircraft, armored vehicles, trucks (for motorized brigades and artillery, perhaps others) and small arms (to equip divisions) needs to be modeled. Say the U.S. has a factory that takes a 2 IC/day input and puts out 10 ea. P-26 Peashooters a month in 1936. That one factory could be upgraded over time by say a maximum of 10% a month (with proper IC and $ investment). Then the model could be changed to P-35 later on when the tech is available (that would create say a one-month retooling downtime and the rate would be say 20% lower once it got going again due to the more complicated aircraft). Starting an entirely new factory would require a sizable investment, and total factory output might be limited based on total ICs (industrial tech and "Rosy the Riveter" tech would increase allowable number of factories as a function of IC). With each incremental change to a war-footing, the conversion of a number of existing civilian factories would be allowed for say a 50% discounted investment (representing Ford switching from cars to tanks and B-24s, for instance).

For ships, you'd create and upgrade shipyards that could build ships up to a certain size on a maximum number of slips. There would be no ability to instantly shift production from ships to tanks to aircraft as is the case in HOI2. You could always put factories/shipyards in sleep mode (for some continuing cost) or shut them down entirely if your priorities changed.

Force Pools: The equipment built by your factories would then go into the force pool which would be drawn by new divisions and air units and be used to upgrade existing divisions and air units (at the brigade level, as they say brigades are now possible). Leg infantry brigades could be converted to motorized with the addition of trucks. Your exchanged equipment would be put into the force pool, where it could be used again for line units in emergency or converted to scrap metal and rare materials.

Some of these ideas come from Grigsby's War In Russia and WItP, which are fine games but lacking the all-encompassing strategic nature of the HOI series.
 
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