Suggestions for discussion after 1k+ hours.

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Goat Rider

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Intelligence should reveal battle plans

Agency upgrades should have a civilian maintenance associated with them

Mulberries (allied temporary harbors used on D-Day) should appear somewhere, maybe with command power

Low fuel notification akin to insufficient resources.

Amphibious vehicles should appear as modifications to tank designs (like spgs and tank destroyers)

More use of command power, possible ideas:
  • Fortify: increase org and entrenchment gain
  • Force March: increase movement speed, decrease org recovery and increase supply consumption and attrition
  • Force retreat: increase strength lost and enemy captured equipment (abandoned equipment) while increasing speed and decrease lost manpower

Instead of invasions needing a certain amount of time to execute based on division count, let it execute after a shorter time and instead have ticking down ‘lack of planning’ debuff

Make invasions planning based on battalion not division count

Troop training should give generals some exp

Increase autonomy gain when master has low stability or capitulated

Have radios increase fleet positioning

Field marshals front lines should be distributed between the armies by division count (ex. The army with 24 divisions takes up more of the front line than the one with seven divisions)

Democratic countries returning territory annexed should decrease world tension and thus the opinion modifier associated with it

Add resistance intelligence exchange mission after resistance contacts: provides temporary intel based on resistance strength

Lend lease time should be based on distance between capitals

Convoys included in lend lease should reduce convoy burden for the lend lease


These are a few ideas off the top of my head and 1000 hours in the game, I’m up for discussion and would love to see the continued improvement of the game so I hope some modders or the devs get some ideas. Thanks!

These are some suggestions I included from my reddit post here
 
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Iskulya

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The developers have singled out Mulberry harbors as something that we may see in a 'wunderwaffen' DLC.

Initially, I was skeptical about how a system like that could work, but after seeing the Intelligence system and how it works through your industry, I think something somewhat similar could work for wunderwaffen. It shouldn't be just a research slot sink because research is too precious as it stands, and it also doesn't act a barrier to the absurdity of a situation that has been mentioned many times around here: Nepal(or really any tiny, one state minor) researching nukes.

By gating special weapons and research behind an industry requirement as intelligence agencies currently do, I think it could work. Developing THE Bomb should require more than 15 CIC for 30 days, however. This would also have to be accompanied by a complete rework of rockets, as they're completely useless, a rework of nukes, and substantial rebalancing for jets, which are also borderline useless.

The current techs related to the above tools could be cut out, just as the encryption and decryption techs were removed in LR. This would potentially open the way for a handful of new techs, as well.

That's just brainstorming. I would like to see it in the game eventually, but I currently think that a new logistics system and a rework of battle plans/planning bonus doctrines,, and defensive warfare are higher priorities.
 
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Goat Rider

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The developers have singled out Mulberry harbors as something that we may see in a 'wunderwaffen' DLC.

Initially, I was skeptical about how a system like that could work, but after seeing the Intelligence system and how it works through your industry, I think something somewhat similar could work for wunderwaffen. It shouldn't be just a research slot sink because research is too precious as it stands, and it also doesn't act a barrier to the absurdity of a situation that has been mentioned many times around here: Nepal(or really any tiny, one state minor) researching nukes.

By gating special weapons and research behind an industry requirement as intelligence agencies currently do, I think it could work. Developing THE Bomb should require more than 15 CIC for 30 days, however. This would also have to be accompanied by a complete rework of rockets, as they're completely useless, a rework of nukes, and substantial rebalancing for jets, which are also borderline useless.

The current techs related to the above tools could be cut out, just as the encryption and decryption techs were removed in LR. This would potentially open the way for a handful of new techs, as well.

That's just brainstorming. I would like to see it in the game eventually, but I currently think that a new logistics system and a rework of battle plans/planning bonus doctrines,, and defensive warfare are higher priorities.

Didn't know that was a consideration for future DLC and thanks for the reply. Any feedback on the rest of the suggestions?
 

Mr_Dimento

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Research needs to be completely overhauled anyways. Research is so dull and uninitiative. I love the icons and progression tree but... So many "Must-have" researches and too much power-gaming and imbalances in doctrines. I personally can't wait for a wonderwaffen DLC. I really hope they go completely all out.
 
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Mr.Bajskorv

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Research needs to be completely overhauled anyways. Research is so dull and uninitiative. I love the icons and progression tree but... So many "Must-have" researches and too much power-gaming and imbalances in doctrines. I personally can't wait for a wonderwaffen DLC. I really hope they go completely all out.

I sure do agree. HOI4 system isn't bad but it's very standard as a game. It's there and does it's purpose but doesn't really add much value and isn't fun in itself. In Hearts of Iron 2 the techteams where rather fun. I didn't really play Hearts of Iron 3 so can't say anything 'bout that.

An idea that would be rather intressting if if they would actually make equpiment tradeable, now more or less every single nations has to be 100% percent self sufficient in it's weapon production. This in addition with a reworked research system where you could specialise in different areas could be rather fun.

One thing i find rather odd is that the different techs progress either in X-axis like the ships, but the doctrines and the industry progreses in a Y-axis. It's rather odd.

And another thing that sort of annoys me is the limit of the techs timeline. Every nation sort of starts with 1936 techs, obviously USA, Germany and UK wasn't equal to let's say, Tibet, Iran and China. There should be more pre 1936 techs.

Also tech timeline is to short. Even though the game i supposed to end around 1945 even if it does, you often have reached the end techs in several areas. This is sort of bad. Because you should always be able to improve several techs, to get the upper hand. The tech tree should sort of expand into techs that the player can't reach in a normal playthrough. The feeling of stagnation is bad for the gameplay experience.
 
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Vlad123

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I sure do agree. HOI4 system isn't bad but it's very standard as a game. It's there and does it's purpose but doesn't really add much value and isn't fun in itself. In Hearts of Iron 2 the techteams where rather fun. I didn't really play Hearts of Iron 3 so can't say anything 'bout that.

An idea that would be rather intressting if if they would actually make equpiment tradeable, now more or less every single nations has to be 100% percent self sufficient in it's weapon production. This in addition with a reworked research system where you could specialise in different areas could be rather fun.

One thing i find rather odd is that the different techs progress either in X-axis like the ships, but the doctrines and the industry progreses in a Y-axis. It's rather odd.

And another thing that sort of annoys me is the limit of the techs timeline. Every nation sort of starts with 1936 techs, obviously USA, Germany and UK wasn't equal to let's say, Tibet, Iran and China. There should be more pre 1936 techs.

Also tech timeline is to short. Even though the game i supposed to end around 1945 even if it does, you often have reached the end techs in several areas. This is sort of bad. Because you should always be able to improve several techs, to get the upper hand. The tech tree should sort of expand into techs that the player can't reach in a normal playthrough. The feeling of stagnation is bad for the gameplay experience.
without counting the exploits, like with Germany you can get modern tanks in 39/40 or around 41, using the exploit of changing research
 

Mr_Dimento

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I sure do agree. HOI4 system isn't bad but it's very standard as a game. It's there and does it's purpose but doesn't really add much value and isn't fun in itself. In Hearts of Iron 2 the techteams where rather fun. I didn't really play Hearts of Iron 3 so can't say anything 'bout that.

An idea that would be rather intressting if if they would actually make equpiment tradeable, now more or less every single nations has to be 100% percent self sufficient in it's weapon production. This in addition with a reworked research system where you could specialise in different areas could be rather fun.

One thing i find rather odd is that the different techs progress either in X-axis like the ships, but the doctrines and the industry progreses in a Y-axis. It's rather odd.

And another thing that sort of annoys me is the limit of the techs timeline. Every nation sort of starts with 1936 techs, obviously USA, Germany and UK wasn't equal to let's say, Tibet, Iran and China. There should be more pre 1936 techs.

Also tech timeline is to short. Even though the game i supposed to end around 1945 even if it does, you often have reached the end techs in several areas. This is sort of bad. Because you should always be able to improve several techs, to get the upper hand. The tech tree should sort of expand into techs that the player can't reach in a normal playthrough. The feeling of stagnation is bad for the gameplay experience.
Yeah, it serves its purpose but has no fun value or excitement for researching. I think there should be "Breakthroughs" in technology that allows you to research a particular type of technology quicker. I also think there are not enough techs and too many "Must Haves" for every playthrough which results in research being samey every match.
 

Vlad123

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The problem is this. Regardless of the nation, the technologies to be researched first are always the same: first do all the technologies that give you a research bonus, even with the malus, as they "pay off" with the days that save you in other research slots. another slot on the doctrine ... that is, I know that the tech three has been there for years and years ... but in the end in every game at the end when you find the "best strategy" everyone uses that, thus killing the game , which is now strategically castrated.
Yeah, it serves its purpose but has no fun value or excitement for researching. I think there should be "Breakthroughs" in technology that allows you to research a particular type of technology quicker. I also think there are not enough techs and too many "Must Haves" for every playthrough which results in research being samey every match.
 
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without counting the exploits, like with Germany you can get modern tanks in 39/40 or around 41, using the exploit of changing research

I know this isnt really on topic, but would you happen to have a link explaining that exploit with changing research?

i have always used the focus tree bonuses to get wildly ahead, but never have i been able to get that far down the tech tree that quickly. would be really fun to mess around with i imagine.
 

Vlad123

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I know this isnt really on topic, but would you happen to have a link explaining that exploit with changing research?

i have always used the focus tree bonuses to get wildly ahead, but never have i been able to get that far down the tech tree that quickly. would be really fun to mess around with i imagine.
Now I don't remember, how they did it, but I read that it can be done using the research exchange thing. But maybe in 42/43 (which is a lot of stuff already) so I don't know ... but for sure the research as they were done on hoi2 and hoi3 was great, I remember you could also mix doctrines which was great.
 

el nora

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I know this isnt really on topic, but would you happen to have a link explaining that exploit with changing research?

i have always used the focus tree bonuses to get wildly ahead, but never have i been able to get that far down the tech tree that quickly. would be really fun to mess around with i imagine.
Not moderns in 39/40. Medium 3 in dec 39. Or Heavy 3 in jan/feb 40. Whichever path Germany takes, they cannot rush moderns, as they dont have any more research bonuses. Among the majors, only Soviets or Italy can really rush moderns early enough to matter. Maybe one of the new focus trees allows another country to rush them, I think Greece can, I have to take a look at that. Regardless, most of the work done in rushing tanks is done by the research bonuses, not the juggling, but I'll explain juggling anyway.

The trick to juggling tech is to save up days of stored research on one slot, while research the tech you want to speed up in another. When the free slot is maxed, swap the tech you want to speed up onto that slot, to get those days counted for twice. This is most impactful when the juggling is done as close to on-time as possible, as the stored days of research do take research bonuses and ahead of time penalties into account. So by waiting until ~60 days from completion of an ahead of time tech, you maximize the bonus you get from juggling it.

1st January: start with a free research slot to juggle with.
1608540571534.png



30th January: Juggle the free slot onto engineering.
1608540631691.png


which cuts down the time to completion by 29 days. It should be 30, but you always start the game with one day saved in all your research slots. Ad you cant juggle days onto a single tech twice.
1608540707355.png


21st Feb: engineering has completed 29 days early. Save the slot to juggle tanks.
1608541033240.png


23rd March: Your saved research slot is full on days again. Juggle the tanks
1608541180517.png


Again, cutting the time to finish them down by 29 days.
1608541229252.png


10th May: HT1 is completed 31 days ahead of schedule.
1608541770557.png
 
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Not moderns in 39/40. Medium 3 in dec 39. Or Heavy 3 in jan/feb 40. Whichever path Germany takes, they cannot rush moderns, as they dont have any more research bonuses. Among the majors, only Soviets or Italy can really rush moderns early enough to matter. Maybe one of the new focus trees allows another country to rush them, I think Greece can, I have to take a look at that. Regardless, most of the work done in rushing tanks is done by the research bonuses, not the juggling, but I'll explain juggling anyway.

The trick to juggling tech is to save up days of stored research on one slot, while research the tech you want to speed up in another. When the free slot is maxed, swap the tech you want to speed up onto that slot, to get those days counted for twice. This is most impactful when the juggling is done as close to on-time as possible, as the stored days of research do take research bonuses and ahead of time penalties into account. So by waiting until ~60 days from completion of an ahead of time tech, you maximize the bonus you get from juggling it.

1st January: start with a free research slot to juggle with.
View attachment 663743


30th January: Juggle the free slot onto engineering.
View attachment 663744

which cuts down the time to completion by 29 days. It should be 30, but you always start the game with one day saved in all your research slots. Ad you cant juggle days onto a single tech twice.
View attachment 663745

21st Feb: engineering has completed 29 days early. Save the slot to juggle tanks.
View attachment 663746

23rd March: Your saved research slot is full on days again. Juggle the tanks
View attachment 663747

Again, cutting the time to finish them down by 29 days.
View attachment 663748

10th May: HT1 is completed 31 days ahead of schedule.
View attachment 663750

i made a new thread

heres a link to the new one
 

Medicknight

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I would agree with most of those suggestions, excluding these.

Low fuel notification akin to insufficient resources.
Fortify: increase org and entrenchment gain

A low fuel notification would be just another annoyance, and practically useless as your fuel is very hard to not see.
Adding a battle command such as that would be far too op if it didn't have a serious debuff associated with it, even just not being able to move your divisions would still make a command like this op as hell.