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

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.

unmerged(48627)

Second Lieutenant
Sep 16, 2005
180
0
I have a couple of suggestions

1. Give the smaller nations a chance: Don`t tie reserach to IC, but to use of IC. Make "old techs" cheaper. Give smaller nations less upkeep.

2. Different Victory Conditions/ VP and introduce missions:
Example:Norway: Missions 1936 - 1940: build up an army, join an alliance, get X amounts of shipping(convoys)
Mission 1940 - 1942: Resist foreign invasions

Germany 1940: Conquer France, gain alliance with Spain
Nepal 1936 - 1945: Stay Buddhist and gain Nirvana

3. Introduce stacking limits or harsh stacking penalties

4. Weather in the North - Atlantic should make carrier based aircraft unreliable, the North Atlantic should be a playground for BB`s

5. Chain of command

6.New convoy/supply system that actually works without micromanagement.

7.All enemy provinces should have militia/ National Guard, Volkswehr etc. Once I conquered nearly all of France in `44 by having three lonely Norwegian semi- motorised cavaly units running around in the countryside, I simply avoided enemy garrisons and opted for the unoccupied provinces.
 

UncleAlias

Flying Miaou
11 Badges
Nov 28, 2005
584
5
alias.erdorin.org
  • Hearts of Iron III
  • 500k Club
  • Pillars of Eternity
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Battle for Bosporus
Oh, and speaking of statistics, what about a real endgame panel? Frankly, the first time I hit the time limit and only saw the score (which was irrelevant as I had smashed both the Axis and the Soviet Union, playing France), I was pretty much disappointed.
 

GeorgeAmbush

Captain
54 Badges
Jul 1, 2005
336
6
www.detbedste.blogspot.com
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Nemesis
  • Semper Fi
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
Getting an alliance (axis, commitern og the allied) to work better together would be a HUGE improvement to the game,

Sometimes (if you don´t take control of an allied army), you can see your allies do things that in some cases are almost destructive to your own strategy.

I'm not really sure how to solve this (that's why I work in sales and not in AI programming :) - but maybe some king of "grand strategy" could be decided in summits controlled by events, where strategy is to some extend decided.

In real the Axis leaders and the Allied leaders met several times to allign the strategy - maybe a similar thing could be integrated in the game ?!
 

hildoceras

Fossile en devenir
7 Badges
May 16, 2002
7.447
29
  • Europa Universalis III
  • Europa Universalis III Complete
  • For The Glory
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Europa Universalis III: Collection
it may have been corrected in Armaggedon but I'm still playing Doomsday : when you load a game, the units of the foreign countries you control should keep their missions ! :mad:

i've to find all the little ships in all the seas to give them back their original mission each time I load the game !

(as you might guess, i just loaded a game :eek:o )
 

Joppos

Major
35 Badges
Jan 6, 2005
764
456
  • Crusader Kings II: Way of Life
  • Magicka
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: Pre-order
  • Europa Universalis III Complete
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis III
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Hearts of Iron II: Armageddon
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
Paradox implementing the core of hellfish6 elaborate, and wykings visual ideas would make for a damn well near-perfect HoI. It'd be beautiful, oh so beautiful.
 

hellfish6

Nuke the site from orbit.
93 Badges
Jan 21, 2003
1.215
8
nope.nope.com
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Naval War: Arctic Circle
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Battle for Bosporus
  • Divine Wind
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
Joppos said:
Paradox implementing the core of hellfish6 elaborate, and wykings visual ideas would make for a damn well near-perfect HoI. It'd be beautiful, oh so beautiful.

Thanks. :)

I was just gonna come in here to pimp my ideas (see my sig! :p ) but I guess I don't have to now. :eek:o
 

blomsky

Corporal
9 Badges
Feb 2, 2005
38
0
  • Hearts of Iron III
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
Just a little thing:
Please give the opportunity to merge the weather map and the terrain map. It might have been separated because to performance considerations but I would really like to have a switch to turn the weather on/off in the terrain map.

Another suggestion concerning alliances:
It would be nice to have more interaction between allies which have direct influence on the coninuing or leaving an alliance. For example a call for support or a combined operation which can be refused or supported by the other allies. If refused it should have a negative influence on continuing the alliance.

blomsky
 

Porkman

Field Marshal
20 Badges
Nov 4, 2006
3.219
1.410
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • 500k Club
  • Arsenal of Democracy
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Hearts of Iron II: Armageddon
Anything that adds to the complexity of the game is not going to be well implemented the first time around. Remember that the dev team for this is way smaller than some other titles we're used to. That means that every man hour put into modeling the intricacies of the British legislature means one less for making sure the AI is works. (Not literally, but you guys are asking for a lot of icing and the cake isn't out of the oven. )

The priorities should be.

1) The AI. This has to be great, not good. Ask yourself whether you'd rather have a better AI or a better economic system, battle system, experience model etc. and you always choose the AI.

The corollary to this is that every new feature means another non war related thing that the AI has to handle and it will not handle it well. The HOI2 AI still loads it's ships offshore because instead of in port like they should. This was because the transport system was changed from EU2, but the AI wasn't programmed to deal with all the new things. Every radical change is, by all probability, going to mean a dumber AI.

2) The Combat system. Kanitatlan's thread about this had the right idea. Combat needs to be continuous and just vary in intensity while troops move. I'm sure AAR writers have struggled with explaining why the enemy troops ran when their opponents were still a two weeks march away.

More provinces should help the troop. density problems but this is also going to hurt the AI a lot. It currently struggles to handle a front 10 provinces wide, so I'm worried about what happens when it has to 300+ province Barbarossa defense.

Air and sea missions. I second everyone who says that we should be able to target individual provinces. I also think a "support army" command would be nice for air units. I personally hate having to micromanage my air attacks and thus only fly my airforce when it's absolutely necessary. I think it would be cool to be able to tell a bomber squadron to automatically launch interdiction missions whenever a certain army group meets resistance. I'm sure everyone has had a CAS squadron get bounced because they forgot to ground it after its current mission was completed.

3) The economy, don't make it like Victoria. Victoria is massively complex and that's fine, but the more complex the model the more arbitary they'll likely have to make it to stay historical. Remember how EU3 adds 90% research penalties to keep the natives from researching ahead? This is because the model isn't good enough to make Europe's rise an emergent property of the system.

I don't want German divisions to be better because of some {Germans = "ubermensch" set- = 90} tag; I want them to be better as a function of training sliders, tech, equipment etc, things that are directly under the player's control, but that Germany would start out with the best settings for.

This also leads to some calls for fairness. The best thing about this game is the fact that the countries don't have an equal chance to survive. If minors got easier to play they wouldn't be as fun to play. They should definitely get some more flavor events to make them less boring, but it's entirely seemly that Albania is unable to resist Italy. This also means it's much more satisfying to take minors to great heights. (Though as an aside, military leaders and tech teams should scale by size of the country to some degree, You'd think if Greece built 100 divisions one of those soldiers might have show command potential. Similarly, Tech team skill should also be somewhat size related it's wrong that a United China has worse tech teams than Uruguay. )

I really want Paradox to focus on making this game a solid base hit rather than swing for the fences and risk striking out.
 

Carewolf2

Lord of Misfits
40 Badges
Mar 30, 2004
1.656
446
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Victoria 2 A House Divided Beta
  • Surviving Mars
  • Age of Wonders III
  • Stellaris: Apocalypse
  • Shadowrun Returns
  • Imperator: Rome
  • Prison Architect
  • Age of Wonders: Planetfall
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Cities in Motion 2
  • Heir to the Throne
  • Europa Universalis III Complete
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: Pre-order
Reserves

Implement Reserves!!

Many nations especially minor nations at the time had large reserve armies. For instance just prior to the German invations Denmark considered mobilizing our reserve of 45000 men. In HOI1-2 this was impossible to simulate this alternative, because Denmark just started with their half a division, and there was no way to raise 5 divisions in 2 week like we could in real life.
 

unmerged(48627)

Second Lieutenant
Sep 16, 2005
180
0
Totally agree with Carewolf. Countries with "drafted armies" should have large reserves to call upon, but they should be of low quality and there should take a lot of time to produce new professional units, while countries with "standing armies" should have well trained troops and have the necessary institutions to "quickly" produce new professional units.
 

Wämö

The last leftist
79 Badges
Oct 21, 2003
1.627
37
www.greatwar.nl
  • Hearts of Iron IV: No Step Back
I want a message after the battles so I can find out about losses. :eek:o
 

MegaPIMP

General
81 Badges
Aug 5, 2003
1.791
0
Visit site
  • Crusader Kings II: Conclave
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Victoria 2
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Battle for Bosporus
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Magicka
  • March of the Eagles
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
A few ideas/things that needs to be reworked or would add interesting depth that I thought up:

Tech teams:
Make it much more flexible, being able to improve/widen/change tech team direction and skill (for a cost and/or over time). Kinda like slider movement/EU3s national ideas (in spirit). Armaggeddon fixed it by throwing in "absorb all tech teams" but that's a rather blunt fix.
Instead tech team skill, areas and such could be determined by: IC, Talent points (more about those later). IF you somehow manage to take over the USA, hey more talent available! Your shitty skill 4 tech teams can now be improved, with some effort/spending.
To prevent every country with say, 80 IC, to have the same skill tech teams they can of course be preset for each scenario (but improvable during the scenario) to avoid that "samey" feel from EU3. Heck, there could be a whole area of tech to research to improve/change/give more options for this area. Could help simulate industrilization and make minor a bit more playable.

Talent:
Talent points could be kinda like the ones Victoria used to recruit/generate random leaders. Used for the same thing in HoI3 + Tech team improvements + Elite regiments/units. Give a bit more depth to the manpower system (China got plenty of Manpower, but maybe not as much talent generation, a Nordic country is the other way around etc etc). Being able to "train"/generate random generals would solve the whole "nah, your country CAN'T command more than 1 fleet. Ever. Yes yes you control half the world, still no-go!".
Certain zones/regions would have higher talent regen, bomb those universities to smithereens and watch the enemy get in all kinds of trouble.

Spies:
*Send spy* *failed* *wait one week* *send spy* *failed* *wait one week* *send spy* *success!* *repeat 10 + times and proceed to completely wreck the enemy country with coups/sabotage*.
It's both clumsy, micro intensive and unrealistic. Should be streamlined more, could use talent instead of money to train spies? Cost large amounts of money to use those really cool operations? The thing that works rather well is the whole "Might have 10 Battleships. 156 divisions yada yada". Maybe just stick with that and have some kind of spy construction center + techs + ministers + spy general to handle the whole thing automatically.
This is one area that could use more abstraction.

Industry:
1. Connect it more to manpower. Researching better factories / organization techs (production control etc) frees up more manpower + gives more IC. Balances low tech industrial but high population countries with the higher tech but lower populated ones. Not to say that China shouldn't have a massive manpower advantage. Just a bit more depth + balancing opportunities.
2. Have regions/zones be connected with a certain kind of IC. You might have 200 IC total, choose to dedicate 40 of that to ships, 40 to airplanes etc.
That way you can't switch instantly between ship building 100% and Airplanes/ground army. Lock ship building to coastal regions (maybe some industry techs to unlock other regions once modular construction comes around). Now your spies can find out where that drat airplane construction is concentrated and bomb it to dust! Or use troops to capture vital areas.
"Moving the industry to the interior" could now be a option for any country to switch around where their industrial centers are located and so forth.
For the average player it doesn't make much difference and those who like more depth can have all kinds of fun. Germany gears up the naval/air IC for the invasion of Britain. The British uses a desperate gamble to blow those dams/factories to slow down the germans ;)
Have a few sliders for how much IC goes to what field and a manual option to lock regions to a certain kind of production.
3. Resource use. Right now one can easily build up giganormous stockpiles before the war and make navies pretty much useless. Suggestion: Certain units (say Battleships) would take *extra* resources to build. Your factories consume energy at a rather steady pace (depending on tech) but once you put down 10 battleships watch those metal stockpiles dwindle. That way you could balance IC/Manpower cost with resources better, make tanks pack more of a punch/take less IC to build but if you don't have those resources...tough luck. Would make the German metal trade rather important to keep going for all those tanks and make navies more usefull as resources would be consumed at a much higher pace during war. Manage to block off the allies and watch Britains options dwindle to infantry construction. Might also need some kind of resource stockpile cap depending on nr of provinces/special stockpiles that someone suggested earlier in the thread.
4. Perhaps throw in consumer goods as a tangible resource, taking up space like supplies does now to keep dissent down. Enact dissent reducing messures and watch those goods dwindle faster than when "coupons for everyone!" is in effect.

Air:
Those insanly imbalanced bombers needs to be reworked so you can't use 4-8 naval bombers to take on the entire US navy, or 20 dive bomber units to whipe out entire armies in a matter of hours. Mostly a balancing point.

Navies:
With the reworked resource system they would be of more importance and without insane air imbalances they wouldn't die so easy. Direct changes...hmm, maybe a option to upgrade older ships with new firecontrol/rebuild them to add more AA or convert them to carriers (worse than "real" carriers, but still). Maybe have less naval zones and keep it hard to detect ships at the high seas, easier near coasts? Difficult to come up with ideas.

AI:
Except "better AI!", the whole super-stacking/unlimited range things should be solved. Plays into how bad the Naval part feels when the player is the only one who have to bother with island jumping/bases.
Super-stacking...some cap on amount of divisions depending on province size?
Keep those island *takable* without resorting to nukes.
 

unmerged(51360)

Corporal
Dec 5, 2005
28
0
1. Army/Navy/Airforce build up in the pre-war years should have a consequence on which leaders are available. If you don't start building till july 1938. How many talented commanders would this army attract in the years prior to this. Equally vice versa; A bigger army than historically should give you more leaders (got to be a lot of names of colonels that could be used)

2. Army/Navy/Airforce build up in the pre-war years should have a consequence on slider moves. How "Hawk" can your nation really be if your not building a single unit...

3. Players having real influence on events. For example, as Germany the partitioning of Poland should be due to me as a player influencing the Soviet Union and my suggestion, not just some event firing 'cos I'm not at war. The AI could then consider the upside (free land) vs. the downside (diplomatic relations with the Allies, stronger Germany).

4. Allocating resources to manouvers/training of units in pre-war years. Let the player use supplies to get a better trained army with more experienced leaders.

5. Domestic political decisions. Some random events are valid. There should always be the risk of rogue politicians stirring thing up (for example). But some things should be chosen by the player. Upsetting social norms by tapping the female work force sounds like a deliberate policy decision and not some random chance.
 

redline

First Lieutenant
49 Badges
Mar 2, 2008
262
103
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Hearts of Iron: The Card Game
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Rajas of India
  • 500k Club
  • Victoria 2
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Art of War
  • Cities: Skylines
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
1. Mobilisation. I want the good ol' button. I know you can give us that Johan. ;)



With a mobilization pool you could demobilize divisions to save supplies while at peace and mobilize when you go to war. A mobilization should take 1-4 weeks depending on your army doctrines and diplomatic sliders!

2. AI that is more active diplomatically. If you have bad relations with great powers they might declare war on you! That would make it more interesting to play "neutral" countries like Sweden, Brazil or Spain.

3. A reworked AIRFORCE system. I don't want aircraft to be bound to provinces as in HOI 1 & 2. That would make it possible to use the full potential of fast aircraft, like jet fighters. :)
 
Last edited:
Mar 3, 2007
364
0
www.krauselabs.net
Carewolf2 said:
Implement Reserves!!

Many nations especially minor nations at the time had large reserve armies. For instance just prior to the German invations Denmark considered mobilizing our reserve of 45000 men. In HOI1-2 this was impossible to simulate this alternative, because Denmark just started with their half a division, and there was no way to raise 5 divisions in 2 week like we could in real life.

I think this would be a good idea. The reservers would be like 20 org infantry units with half morale.
 

Raczynski

Beautiful and Unique Snowflake
76 Badges
Jan 2, 2002
2.437
337
Visit site
  • Hearts of Iron IV: Cadet
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Victoria 2: Heart of Darkness
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings Complete
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Victoria 2
tyrspawn said:
I think this would be a good idea. The reservers would be like 20 org infantry units with half morale.

That's not the way it worked. Reservists were called to serve in the already existing units, brining them to full strang from peacetime strange (i.e. a peactime infantry division would have only something like 2500 men). I like the mobilization idea by redine better. Also, conscription should give you more/better manpower.
 

unmerged(47302)

Colonel
Aug 8, 2005
970
1
Diificulty set-up

It would be great to have, for difficulty set-up:
- pre defined difficulty levels as today (but with detail impact)
- possibility of customisation of difficlty in the game without having to modify a .csv file
 

MegaPIMP

General
81 Badges
Aug 5, 2003
1.791
0
Visit site
  • Crusader Kings II: Conclave
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Victoria 2
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Battle for Bosporus
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Magicka
  • March of the Eagles
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
It would be nice to have some kind of trade/diplomatic option for intel so that neutral nations like Sweden/Switzerland could sell intel to whatever side they choose. But that would require different intel/spy system to begin with.
Also seconding the mobilization thing, wasn't that one of the reasons Germany could overrun certain countries quickly?

The flexible difficulty sounds good too, that way you can choose if you want negative modifiers for yourself/AI, how big and so on without having to edit it in the txt file. Gives new players a much more gradual change if they so desire.
Then again, it's not all that hard to change as it is and the hours could probably be better spent elsewhere.
 
Status
Not open for further replies.