Top 3 parts of the game you wish Paradox will work on?

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nijis

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UI, UI and UI.

I can barely tell which units are in which regions. I can barely even make out the regions at night. I miss the list of ongoing battles on the right side of the screen from HoI3. I click on an air squadron that won't accept a mission, and on the left it brings up a list of entirely different squadrons. I don't know how many casualties a battle has cost me. So far, for me, it's all a big step backwards from HoI3.

Also, minor point, but I really do not like the horns-and-drums music that's become associated with WW2 since Saving Private Ryan. I find it both anachronistic and unengaging. I'd much prefer something inspired by Wagner, Shostakovich, or Katyusha, or even the Glenn Miller orchestra.
 
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Dalwin

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1.) individual production scripts for all majors. The AI's biggest weakness at the moment is its horrible factory managers. They should all be handed a clip of bullets and sent to the front where they are told to follow the guy who actually has a rifle.

2.) Some method of having the AI set a minimum number of units that must be left in an area. I am tired of seeing sections of the front abandoned or Italian ports not garrisoned or Japan 100% vacant of defenders.

3.) Some method of allowing (actually encouraging) a stalemate in China and having both the US and Japan conduct extensive operations in the Pacific.
 
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BaddoSpirito

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I think they are improving this part a bit with with the update: soon you can define what exactly the garrisoning troops need to focus on (VPs, ports, coast or partisans). So you can select all the areas you occupy and set troops to suppress resistance. But I understand you wish to have even more high level order?


For me 1st one is the most important.


Quite wide topics. It might be fruitful to be more specific.
Yeah I want an order that will make the army garrison every state where there is resistance. Pretty simple stuff.
 

billcorr

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1. Clean up the UI by removing extraneous markings (remove "chart junk" in order to improve the "Data to Ink" ratio)

2. Inform players about the consequences of their decisions (use symbols, sounds, map features -- e.g. one desert skull for every 1000 manpower loss when a player chooses to march his troops through the Sahara)

3. Utilize cartography techniques to provide visual information to the players by way of the game map (e.g. Represent quantitative values for ports and airfields as a series of graduated symbol sizes).

  • Visually display data
 
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WarDog

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AI
AI
Make large fleets of airunits just as strong as a billion wings of 10 unit.
 
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Telenil

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1. AI. What I notice the most is gaps in the front, and passivity in front of enemies it could easily defeat.
2. Air combat, I like the core mechanics (air regions etc) but the specifics are difficult to understand.
3. Politics. So far it's mostly about choosing ideology, there are a few cases when elections change laws, but it's mostly ideology and national unity.
 

onodera

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Air combat: air superiority, airwing size, useless AA

Averages in land units: speed, hardness, organisation

Battleplans: collapsing pockets automatically, filling in the gaps in the frontlines, less strategic redeployment, not withdrawing from battles when I'm redrawing the plan
 
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pajomife

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The AI,it must be scripted to don't act like mad,I can't stand it,half of divisions are traveling in boats to any place,the borders are defenceless,it's a mess.

The air warfare mechanics,reformulate it from the scratch.

The UI,mainly the units icons,I liked to see it in a pile like in HOI 3.
 

Northern Cross

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Hi all,

In addition to creating new game mechanisms, the dev team will work on existing parts of the game and improve those with each patch. They probably already have internal priority list (that keeps changing), but I would be interested in starting a thread were we - the players - can list the most desired improvements we would like to see.
This could also help the dev team on their prioritizing.

So please, list your top 3 features in the game that you wish the devs will improve on.
(You can also list less if you have only 1 or 2. The order inside your list doesn't matter, each one is considered as important)

If this is easily manageable, I could try to summarize your requests in the following post. To accommodate for this please keep your description of the top 3 list fairly short. This way it is easier for me to count how many proposed the same. But please feel free to discuss and explain as much as you want in addition to that.

I'll start with my own Top 3:
- Game mechanism: Teleporting aircraft
- AI: Island hopping
- Game mechanism: managing large air force without losing effectiveness (smaller wings are more effective)

OK, so far I have an idea here, but they need a bit of context with them as well, so you'll get an explanation too.

my top 3 desires for improvements
1: Improve the AI: the AI isn't exactly the best to adapting to situations. it doesn't make very good templates nor does it seem to understand things like Lend lease or indeed Naval invasions. I'm not saying I want every AI to make the exact same OP metagamey template nor upgrades, but I would like to see them at least adapt to what they have. For example, France is a defensive faction whilst a Democracy, why not have it where it's AI makes templates with more Artillery, AT and AA? just as an example.

2: Varying up the tech trees: this is kind of here because we have the Focus trees getting covered, but it'd be nice if the tech trees could be varied somewhat for the various nations. I'm not saying make drastic sweeping changing, but it'd be nice if we could see some variances in some of the tanks or indeed expanding what's there. As an example a Crusader doesn't have the same IRL stats as a Panzer III, nor does it have the same stats as a Sherman, or a T-34. so could we reasonably see some changes to the stats of the tanks in order to reflect this? I know it'd be difficult to do for nations that don't have their own production models in order (as an example, China) but couldn't we use these with the plans found by companies like Wargaming to fill in some gaps, along with allowing players to choose a style of tank they want (for example, you can choose a host nation to play to when you research the tank, like 'I want to have the Light 1 be based on the French Light 1, and you get that, when Light 2 comes up you can use France or change to Britain). This also expands to things like the Navy, the Air Force, infantry weapons, I could go on but pretty much when you get a new production item to make, you get varied stats depending on the nation. It'd take some balancing to deal with but then we've had things done before where we don't have 100% balanced nations. look at the Big Blue Blob in Europa Universalis.

3: This is kind of a double whammy one, but the key point is 'make state building more worthwhile'. This is more a personal thing, but I have rarely seen the point in building things other then Civ and Military factories. at times Synthetic oil plants, some times forts. They don't have a high enough value over something as simple as 'do you want to build faster/build more'. (again, Synthetic oil plants and forts aside) I know Radar gives you a second effect of allowing you to see the exact amount of divisions within the provinces within it's range, but again, weighed up against the benefit of getting more equipment doesn't feel like a hard decision, the factories win every time. can we have buildings that are more valuable to the player popping up? or perhaps a way to build these buildings that don't produce anything without using civilian factories? I wouldn't mind using Military factories to build radar and forts over time, which would make some sense considering the amount of non-civilian trades and materials in used building them up, as I doubt the civilian populace would use mines on a daily basis....
 

Lawsford_Soren

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1. More advanced AI, the AI needs dozens if not hundreds of scenario programed in for it to deal with every specific situation in an effective manner, as a result, difficulty moded in game will simply pertain to AI reaction speed.

2. More zones, certain areas in the world need more air and Sea Zones to prevent simple slug fests from taking place, something on the lines of, for example, important areas like France having 5 zones, while a less important region like a Siberia zone, having 2 instead of 1.

3. Expanded technological advances, basically split the existing techs into more seperate parts (to slow down OP nations), while giving the Majors a slight head start in most of these areas, perhaps have it where if you're a major, you're given an automatic extra slot for research.
 

Noble713

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1. AI Combat Management / Decision Making.
The AI tends to "reinforce failure". If there is a gap in friendly lines (which itself is usually due to how the game manages and extends front lines), and there is a gap in ENEMY lines....the AI will move divisions to shore up the friendly line, instead of exploiting the breakthrough. When pockets are created, it will pull divisions from the front and assign them to the encirclement....but then it is never aggressive about reducing these pockets (even though the HOI3 AI was, eventually), so it just saps your offensive combat power by tying up your units. If you DO set your Army commander's stance to aggressive (whatever the row of three arrow buttons at the top are called), you end up with the AI just making stupidly reckless attacks for no reason. Things like repeatedly throwing an armor division against a stack of 6 infantry divisions in a mountain province, even though I keep cancelling the attack each time as if to say "WTF are you doing? Stop that!"

2. Battle Planner Functionality.
The current commands/orders possible in the Battle Planner, and how they are implemented, is part of the problem. The "Front Line" mixes the functionality of two rather distinct Operational Terms & Graphics: the Forward Line of Troops (FLOT), and the Line of Departure. The "Offensive Line" button creates a Limit of Advance and an Axis of Advance, but does not define an Area of Operations. The combat AI tends to attack adjacent provinces without orders, often pulling your armor divisions *AWAY* from the Axis of Advance to do so. This wouldn't happen if we had appropriate adjacent unit boundaries. The Battle Planner forces all attacks to be launched from the FLOT, rather than, say, an Assembly Area in a province behind the front. When you combine these limitations with the AI's overwhelming emphasis on cleaning up and plugging its Front Line to the exclusion of all other tactical sense.....well, you end up spending more time fighting the Battle Plan instead of fighting the battle.

References for the highlighted terms and other amplifying information:
[1] MCRP 5-12A w/Ch. 1 Operational Terms and Graphics http://www.marines.mil/News/Publica...rary-Display/Article/900624/mcrp-5-12a-wch-1/
[2] MIL-STD-2525D Joint Military Symbology http://www.dtic.mil/doctrine/doctrine/other/ms_2525d.pdf
[3] MCWP 3-1 Ground Combat Operations http://www.marines.mil/Portals/59/Publications/MCWP 3-1 Ground Combat Operations.pdf <-- especially Chapter 5 Offensive Operations

3. AI Production Management. I consider the equipment production system to be one of the game's core and innovative systems. It really is pretty slick and decently thought-out overall. The problem is the AI is *terrible* at managing the production of equipment and the deployment of operationally-useful division templates. I think the AI has no means of establishing long-term strategic goals, partly due to the national focus system dragging the AI into diverse conflicts in a very short timeframe. So it never builds up any production efficiency necessary to equip and sustain good divisions. It it further handicapped by its habit of enacting severe conscription laws, which nerf its economy.
 
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