Always nice to fire up the game after a patch and see that not much in the way of game spoiling issues have been addressed. Played a couple of games and wrote down all the things that detracted from the game - a couple touch on the AI but I'll try and avoid too much about it since we all know it's horribly broken.
Congratulations to anyone who actually managed to get to the end.
- Armour and Piercing mechanics dont work. Give 25,000 troops a couple dozen Heavy TD's and all of a sudden they have almost impenetrable armor. Likewise - give 25,000 troops 24 marginal anti-tank guns and they can deal with full armored divisions. I destroyed the SU with about 1000 T2 AT guns and never once had a problem.
- The larger a division gets the more armor battalions it should need to raise armor. Likewise - larger division should require more AT to raise it's piercing.
- Armor, MOT, MEC should raise the hardness of a division more
- Piercing should not be a boolean, it should have several stages. Easily pierces (P > (A * 1.25), no malus), Pierces Ok (P > A, small malus), Trouble piercing (P > (A * 0.75), decent malus), Cannot pierce (P < (A * 0.5), full malus)
- The planning bonus should not be tied to battle plans. For starters the battle plan system is horribly broken and if you draw a plan you then have to actively fight against the AI doing stupid things - not fun. It would be much better if planning was a toggle on the army leader the same as training. Toggling 'prepare offensive' or whatever would cause a fixed amount of attrition but start building up the planning bonus. This way it doesn't force people to use a broken system and uses equipment to prepare for an offensive which is realistic.
- All division training should require equipment - even the training done in the recruit menu. Training from the recruit menu should be allowed to train all the way to regular and provide army experience. Divisions should only provide army experience if they are trained or higher.
- The production menu needs to be improved for late game where volumes are a lot higher. It gets very slow and unwieldy late game at the moment. The distribution of resources is also problematic after the last patch as later lines will produce nothing when missing a resource where it would be preferred for all lines to share the available resources and each suffer a small malus. I suggest giving production lines a priority like other places in the game "High", "Normal", "Low". When the resources are short - all lines in the matching priority share whats left based on the number of working factories.
- Combat experience MUST be shared between all commanders in a battle. The main commander can get the lions share but the others should get some. Perhaps 33% for main commander then split the remaining 67% between all commanders in the battle (including the main one). The reason this is an absolute must is that I'm sick to death of the AI sending their shitty divisions all over the place and soaking up 100% of the experience of my units for their generals while my newbies are stuck on lvl 1 forever.
- Counter icons are too small. Most of the icons look pretty crap when scaled down to that size. Counters could stand to be bigger (configurable size?) and more of the counter area should be the icon.
- Nowhere in the game should equipment be displayed using only the flavor text. It always needs to come with it's generic name as well.
- When zooming out counters merge and obscure important information. Would be nice to be able to configure at what zoom level this happens and/or turn it off (except for perhaps the max zoom-out level)
- When constructing buildings the VP's, airfields and ports are all hidden in the UI. This is a major pain as often you want to construct defenses on VP's, airfields and ports...
- Change the division designer to show hardness and terrain bonuses/malices as text so that they are easily readable (hovering over the train ones especially is a pain) and more importantly you can display the +/- when editing a division. Hardness can go in the combat stats. The terrain adjusters can be in a table format:
- ~~~~~~~~~~ Move ~~~~~~ Attack ~~~~~~~ Defence
- Plains~~~~~~ +10% ~~~~~ --- ~~~~~~~~~~~ ---
- Forest ~~~~~ +5% ~~~~~~~ +10% etc...
- Divisions not in combat but in the province should regain org but at a reduced rate. This saves having to micro the divisions out and back in again which can get tedious in long combats. This should only happen if the unit is not surrounded.
- Extensive conscription should become an option for democracies if another country is justifying.
- The delete BP command wont work unless the army has a BP. This is a pain because often you want to delete BP from several armies and if you delete the selected army first you then need to switch to another army to continue deleting. It would be nice to have the BP tool open at all times (even when no army is selected - just grey out relevant options) but barring that just allow the delete command to work even if the army has no BP.
- Research speed enhancements (designers/theorists) should be applied to current projects it would affect. Doesn't need to be retro-active but just trim the remaining time by the right amount. The effects of designers are applied but the active research projects dont seem to have their remaining time adjusted.
- If divisions are in your own territory the supply system should prioritize them. PITA when AI sends a butt load of divisions into your lands and starts killing your units with attrition.
- Multiple missions for navies (same as air groups) and dont put any limit on the number of sea areas that can be selected. Most nations (except majors) are only ever going to have one significant fleet. Splitting it up to perform different jobs is a pain and 3 areas is never enough.
- Adviser bonuses to troops should to be specific about what units they affect (extended tooltip after a long hover?).
- The current trade lanes are messed up. In the trade menu allow players to choose the default trade port where all convoys will work out of. Would also be good to allow an override for each individual resource I.e. by default convoys will be from port A but use port B for Steel because I get it all from SU and port B is much safer
- AI should not move troops via transport through areas where the other side has significant naval superiority.
- Conquered territory should have a (sorry for the EU4 ref) 'separatism' mechanic. When first conquered you get 0% manpower & 100% of resistance. If you choose harsh or harshest treatment it stays there/increases. If you choose gentle it begins to decay, gentlist decays faster and perhaps add another level called 'integrate' that becomes available once 'sepratism' is at a low level. The idea being that if you forgo the resources and factories up front you can get long term manpower bonuses. Integrated should still never be as good as core but I had provinces with 3 million people that I'd owned for 10 years and was still getting like 8 people per month in manpower. Better mechanic for longer games and more realistic. [Edit: Resistance should not magically disappear when peace is signed]
- Current war mechanics are terrible. Attack a nation - they join a faction - you're now at war forever and cant actually conquer them. This makes a small amount of sense when germany invades people but it happens regardless of if the conflict is anywhere near europe or has anything to do with Axis, Allies Comintern.
- Current peace mechanics don't work. No nation should be able to take territory owned by a country in a seperate war. In one of the games I conquered the SU at the same time as germany was doing it (seperate war) but at the peace conference they just grabbed all the territory I owned and puppeted the rest. Was also broken how they had all the warscore even though I did all the work.
- The current ideology system doesn't work. Fascism is fun. Communism is ok in a pinch. Neutral/Democracy sux.
- It costs 20 manpower to field a fighter. Thats cool but then you also lose 20 people each time a fighter is shot down. Thats not cool. Should just be 1 person. This really cripples minor nations.
- The garrison AI sux. I gave it twice as many units as it needed and told it only to stamp out resistance but it couldn't even do that. Who tested that?
- Put captured equipment in a table format and display it all instead of showing two things and then 'Other' with a hover over menu.
- Please fix the AI suicide attacks. They burn their equipment and manpower attacking needlessly over rivers into mountains.
Congratulations to anyone who actually managed to get to the end.
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