Yeah, but once that drops Sweden will probably be so OP that Finland gets annexed along with the rest of the world long before the Winter War fires!
As it should be
Yeah, but once that drops Sweden will probably be so OP that Finland gets annexed along with the rest of the world long before the Winter War fires!
I would like to see the game go to say 1954, anything much past that would require some significant changes to the game.Right, right. The focus tree mod I use for China does patch in an event where Stalin dies and the infighting begins.
Paradox did say in their Cornflakes wishlist dev diary that they're thinking of perhaps implementing some early Cold War mechanics, such as the Korean War. But I don't think they'll go beyond the early 1950s if they do so.
The problem with this is how extremely binary factions are, and how factions as they are right now are basically purely military alliances centered around mutual defense and nothing more. The game has no actual system in place to simulate anything outside of that scope, which is also why the whole anti-communist pacts is a tad awkward and any other type of treaties or agreements are night impossible to model in the current game...and to be fair how the hell would you properly model trade agreements with the current tools at hand; at best it's a -x% consumer factory. Heck, there's not even a good system to embargo other nations; only a couple of NF allow/force you to embargo.-Anyone south of the USA joining the Allies
-Italian armistice after losing Sicily, Italian Civil War, etc.
Possible through scripting, events and especially the new decisions; but I do agree that some type of vanilla support and especially some type of actual gameplay mechanics supporting more dynamic faction politics would be more than welcome.-Romania/Italy switching sides during the conflict (separate treaties outside of the faction leader should be possible)
Strangely enough, this keeps basically happening in my game all the time.-Anglo-Iraqi War
-Anglo-Soviet Invasion of Iran
-Most historical foreign volunteers or soldiers in exile (Czechs, Poles, etc.)
-Fleshed out Partisan mechanics ( essential to Soviet and Yugoslavian war experience)
Using the new decisions system, I can see way to simulate partisans and foreign and exiled armies, the former through events, the latter by spawning armies and (forcing AI) allies to send your lend-lease. But some proper gameplay mechanics for exiled countries and resistance fighters is truly and desperately needed.The Poles keeping their remnants of their army in exile and sending forces to the Allies and the USSR.
Warsaw Uprising
Volunteer Air Corps will be added with the coming DLC-Condor legion in Spain ( you cant send plane volunteers)
At the scale of the game, it makes little to no sense modelling this. Lakes are too small of a terrain feature to be modelled at all in the game, and all rivers are crossable right now (since the game assumes that there's at least a bridge somewhere in the province). There could be special modifiers to river-crossing-combat during winter, but I couldn't think of any way to model that, that's not already implied through the weather and the attrition modifiers.-Frozen lakes + Rivers - Critical feature to the Eastern Front
- D-Day landings in Normandy, specifically. The AIlies actually land at Calais in-game, most of the time...which is exactly where the Germans thought (incorrectly) the Allies were going to land in real life.
- Operation Market Garden (probably for the best)
- [all the other super specific battles listed]
1) Emergency Conscription & Lend Lease system
* If they have supplies (lend lease OR partisans): CHI gains unit at cost of manpower x1
* If they have no supplies: CHI gains unit at cost of manpower x4 - postwar dissent penalty (chinese cival war)
* Decision for USA/SOV to send supplies to CHI
* One-off decision to convert police/national guard to 'Army' status (emergency measure taken after fall of Nanjing)
* One-off decision for USA/ENG/CHI to train a KMT Army in India (prior to the atomic bomb this was the army that was planned to invade Japan)
2) Partisan system (CHI, CHC, and JAP) - Inspired by HoI3 dev diary
* CHI and CHC can invest supplies/manpower into partisans behind JAP lines.
* JAP can invest manpower to counter partisans (garrison troops) - daily penalty on manpower. Simulates troops dying as well.
* CHI and CHC can choose the following stances for their respective partisans:
a) Launch supply raids - gain supplies/strengthen partisan strength/drain JAP supplies
b) Consolidate control - strengthen CHI/CHC affiliated partisans at the expense of rival faction partisans, decreases trust with other faction (trust impacts postwar likelihood of chinese civil war, if trust is high then peace conference would succeed)
c) Gather Strength - go underground - greatly decreases effectiveness of JAP anti-partisan, slowly increases partisan strength, provides supplies for CHI/CHC
d) Military Intelligence - provide combat bonuses for official troops
e) Offensive Blitz - temporary combat bonus at cost of partisan strength. Increases trust with other faction.
f) Mass Uprising - Requires significant partisan strength, spawns militia across all JAP held rural territories, partisan strength takes significant hit
g) Mobilization - Postwar (requires JAP to be defeated) - adds infantry reinforcements to the reinforcement pool based on partisan strength. Adds offmap supply generation to help pay for the troops (they are farmer-soldiers) until civil war is over. Allows CHC to do what it did historically to defeat CHI in the civil war.
* JAP can choose the following anti-partisan strategies:
a) Three-All: increases manpower and supply drain, greatly increases effectiveness of garrison troops, on the other hand, greatly increases effectiveness of CHI/CHC investing in partisan growth (more people willing to fight)
b) Puppet Regime: decreases manpower and supply drain of the garrison force, costs money every day and decreases army effectiveness (spies), increases effectiveness of Launch supply raids
c) Co-Prosperity (actually vs lip service): increases money and supply drain, decreases effectiveness of CHI/CHC investing in partisan growth (less people willing to fight)
* The more territory JAP controls the larger the impacts of the system becomes.
Adding to the list is the Japan-Soviet Battles of Khalkhin-Gol which was part of Japan's Hokushin-ron (Northern Road) strategy favored by the Imperial Army versus Nanshin-ron (Southern Road) favored by the Imperial Navy.
Anyone hear if PDS is adding this as part of the next DLC given focus on China/Japan?
> Make a NF that is available when in a faction and at war, which launches a Civil War with strength "1" and switches the country tag over to the coup-istsPossible through scripting, events and especially the new decisions; but I do agree that some type of vanilla support and especially some type of actual gameplay mechanics supporting more dynamic faction politics would be more than welcome.
The problem here is actually that Tukhachevskiy never seems to get purged in 1937 as he was historically (even though the Purge events do have the option to remove him, which I guess the computer rarely picks), and the computer will simply put most European troops under his command for all eternity. Otherwise, SOV would probably fall back on Voroshilov, Kulik or Budyonniy for the Winter War, all of whom start as field marshals with Old Guard and at skill level 1. (Kulik should probably start at skill level -1, tbh.) An event could promote Timoshenko (who starts at skill 3 iirc) to field marshal if SOV remains at war with FIN and fails to control Viipuri / Vyborg by some date.On Soviet leadership it should be noted that Kliment Voroshilov, a close friend of Stalin who initially commanded the forces, where an awful strategist who lacked knowledge of modern warfare and this undoubtly helped the Finns too. After he was replaced by the capable if unimaginative Semyon Timoshenko the Red Army performed much better even though the casualties where still horrendous. This could be represented by giving a negative combat modifier that slowly goes away the longer the conflict drags on.
On Soviet leadership it should be noted that Kliment Voroshilov, a close friend of Stalin who initially commanded the forces, where an awful strategist who lacked knowledge of modern warfare and this undoubtly helped the Finns too. After he was replaced by the capable if unimaginative Semyon Timoshenko the Red Army performed much better even though the casualties where still horrendous. This could be represented by giving a negative combat modifier that slowly goes away the longer the conflict drags on.
4) Historical Soviet military inefficiencies. I believe that a good German army that is ready for Operation Barbarossa should be able to make advances into the Soviet union. What we find instead is that with single player or just AI vrs AI, that there is a way too slow start to advancing into the USSR because their front line is the toughest thing you will face. Once it is broken it's just one long advancement into the USSR or the opposite, the Soviets into German territory until a surrender. The Soviet army faced a lot of issues in 1941 that hindered it until it was more or less corrected around the time of the battle of Kursk. First off, yes the great purge did get rid of a lot of good leadership and that penalty is already in the game, but it also depends on when it is implemented. I see the AI starting the great purge in 1936 or 1937 with either historical or non-historical selected. This pretty much gets rid of all the penalties around the time of 1940 though, and by 1941, the Soviet army is basically back to normal. I think that the problems shouldn't even be able to be fixed completely until a couple of years of war under their belt.