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unmerged(3859)

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HOI3 Improvement ideas (No Bugs discussed here)

Having played the game a few times by now, I can see some game play improvements.
Edit: going to update the First post with all ideas from further in the thread.

1.) Consumer Goods
The drop in Consumer goods during war time should be in relation to the War's size, specifically the enemy. The effect will also be compounded by the length of the war, i.e you are not getting the full benefit right away.


2.) Faction AI
The leader of the faction should be able to define invasion locations, that all the other members are going to share. We've all seen the complaints of Finland or South Africa invading, which seem funny and almost always ends in disaster. But what if all these minor faction members would invade together? It would be more like D-Day for sure.


3.) Airplane AI
When an Airplane is assigned to a HQ, I'd like to have the option of it helping any unit it can that is in range during combat. Currently I would need to hand over the whole HQ to the AI. Instead I want a very basic AI for idle airplanes.
Interceptors would scramble to defend against enemy CAS/Tac whilst my own CAS/Tac would bomb them. Fighters would defend against CAS/Tac first and also ground attack if no enemy airplanes in sight.


4) Defensive Mode - Division can "Thinned".
That means you can have a division guard extra provinces on it's side. For each extra province you guard you lose 20% Combat efficiency (the center or "real location" of the division may lose less), additionally the unit could be attacked from more sides at the same time. This helps to guard some of the long beach provinces. Also makes Anti Partisan duty more realistic,


5) Army Organization Chart (By Sunfighter)
Id like a chart on the deployment screen that gives a hierarchy of your theater in question and then shows in each box how many more regiments can be added to them. You should also be able to create more corps, etc from that screen as well.


6) Build Puppet Provinces
I should be able as the Master of a puppet nation to build any kind of province improvement. I am getting quiet annoyed when I create Poland as a puppet and cannot build up the infrastructure to create "highways" to the Russian front. You could also help out your new puppets by building one or two IC for them. My main grippe are Radar and Infrastructure however.


7) Supply system improvement (By kreppert)
Increase Supply throughput by building trucks, think of option to build specific supply railroad. These could be places in provinces and give supply throughput bonus. Can be strategic to disrupt enemy supply lines.


8) Production screen (By kreppert)
Remove option to build radar, AA etc. in production screen and only let them be built on province screen. This will remove "instant" Airport and Ports.


9) Count of Brigades
Would like to see the number of Brigades in the quick ledger. In fact should see this on each province as well just like in HOI1 & 2


10.) Priority Research
Option to Prioritize research. This is more of a "lazy" man's option. Some research I want to keep on top of the list when it's done. Right now it drops to the bottom of the queue. They could also be researched a tiny bit faster at a penalty.


11.) Creeping reconquest.
Anti Paratrooper hopping.
The units would have to stay in Disjoint Provinces to secure them, i.e there would be a occupation progress bar, that would slowly drain if the provinces was A) Not already fully occupied B) Not guarded by an unit C) Not connected to any seaport (i.e out of a possible supply route) The occupation progress should take a few days at least. This could apply to all provinces, even the main front one. However the occupation progress bar would obviously not drain since it's connected to seaport/supply route instead would just progress a bit slower whilst no guarded by a unit, so that means the creeping reconquest would also be true for salients that get cut off from the main front. There is no occupation progress bar for liberation a friendly but occupied power. The USA liberating France would get all the provinces back "Fully Occupied"


12.) Adjusted Infrastructure cost.
Not every province should have the same cost for improving it's infrastucture. For instance mountain regions had low infrastructure for a reason, it's quiet expensive to do so! So One improvement would be adjusted cost per type of province. Jungle, river province and very large provinces should cost more IC and/or take longer.
 
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unmerged(3859)

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I am going to keep my improvement ideas in this thread.

1) Defensive Mode - Division can "Thinned".
That means you can have a division guard extra provinces on it's side. For each extra province you guard you lose 20% Combat efficiency (the center or "real location" of the division may lose less), additionally the unit could be attacked from more sides at the same time. This helps to guard some of the long beach provinces. Also makes Anti Partisan duty more realistic,

2.) Faction AI
The leader of the faction should be able to define invasion locations, that all the other members are going to share. We've all seen the complaints of Finland or South Africa invading, which seem funny and almost always ends in disaster. But what if all these minor faction members would invade together? It would be more like D-Day for sure.

Edit: Thinned is the better word then flatten.
 
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unmerged(146832)

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I am going to keep my improvement ideas in this thread.

1) Defensive Mode - Division can "flatten".
That means you can have a division guard extra provinces on it's side. For each extra province you guard you lose 20% Combat efficiency (the center or "real location" of the division may lose less), additionally the unit could be attacked from more sides at the same time. This helps to guard some of the long beach provinces. Also makes Anti Partisan duty more realistic,

You can already use individual brigades, for guarding beaches, what more do you want?
 

unmerged(3859)

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You can already use individual brigades, for guarding beaches, what more do you want?

You can, but they are an admin nightmare, HQ cannot have unlimited brigades!
Also single brigades cannot use support units, I'd like to had an engineer and Tank destroyer on duty? Each of those brigades separate on single provinces is silly - a division as a unit that works together on defense assigned a stretch of land looks much neater.
 

PanzerWilly

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They could reintroduce (I dont beleive its included) the support defense command which the division rapidly moves into surrounding provinces to defend. Kinda similar. The provinces are too big for a division to take up more than 1.
 

unmerged(3859)

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They could reintroduce (I dont beleive its included) the support defense command which the division rapidly moves into surrounding provinces to defend. Kinda similar. The provinces are too big for a division to take up more than 1.

That is why they lose combat efficient for each extra province guarded. Because effectively the division is split into more then one province.
There could also be a delay before the unit could move out again. This is meant to guard coast, so usually a Division can occupy the one province to it's left and right.
 

unmerged(3859)

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Id like a chart on the deployment screen that gives a hierarchy of your theater in question and then shows in each box how many more regiments can be added to them. You should also be able to create more corps, etc from that screen as well.

something like this...

http://forum.paradoxplaza.com/forum/showthread.php?t=420936

Definitely a good idea, I very often do not know if any of my HQ's still can take more troops, so I end up creating extra Army groups. I would also like to have (number) of brigades in the expandable hierarchy tree that you have - to quickly show the current strengths.
 

kreppert

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how about having ind, anti-air, radar, nuclear, rocket, air bases and naval bases only buildable in the provance screen. I dont know if there ever was a truck size radar in ww2. most pics i have seen are buildings. anti-air can be built as brigades for protible aa. air bases and ports are massive buildings. but there where portible ports built for d-day. I dont know how that would be taken into the game. in their place you could place templeted troops that the player could set-up. how about railroads and trains. have railroad a prov inprovement, but you can only drop supply at citys. so then troops would get supplyed from the closes city. and supplys sent by rail would have a lower cost then that sent by truck. becuase in the game now if you could find a way to ship supply to the west coast it would be cheaper.
how about supply points, like i ship supplys to hawaii. and then ship them to the front from there. and have it that i can ship supply from bases i leave to the base i am going to, not back to dc and then to the new base.
why cant supplys and fuel be items that i ship to location, where then i have a supply point. a place that i have to defend and gaurd.
sorry if i just type on but i had a few ideas. and i am not a good typer.
 

kreppert

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forgot to add this about the supply points, have trucks, rail and trians items you have to build. they could also be in place of some of the hot keys in the other post.

This way supplies to the front could be attacked not only in the water, but on land too.
 

unmerged(3859)

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how about having ind, anti-air, radar, nuclear, rocket, air bases and naval bases only buildable in the provance screen.

From what I could see you can only build the first level on the production screen (meaning I cannot deploy airport on the same province twice), which seems fair, but I agree with you. Doesn't add anything to the game really except some unrealistic "instant" Port/Airport etc.

New Idea related to you Topic:
I should be able as the Master of a puppet nation to build any kind of province improvement. I am getting quiet annoyed when I create Poland as a puppet and cannot build up the infrastructure to create "highways" to the Russian front. You could also help out your new puppets by building one or two IC for them. My main grippe are Radar and Infrastructure however.
 

plasticpanzers

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i agree with the idea of allowing divisions to screen larger areas (good for coastal defence). I posted about this earlier and got pretty much the same replies on it. I think that when you click on a div you have an option in the orders to "screen" and the area around your division is highlighted. you can click on two adjacent areas
and the unit would extend the defensive area like you suggest. another units screen would block you from
putting one there so you may only screen one side of your front with a division.

agree on puppets also. The Phillipines is a perfect example. A US puppet starting in 1936 but you do not
control the army that MacArther really did. They run their own military. There is no naval fortressess in
Manila Bay (12in, 14in, 16in guns! and alot of em in heavy emplacments, even battleship turrets) and you
cannot build them either!

These are small things in the overall depth of the game but I think are important in their own right for play
that is more historical (and therefore more fun). some people think having it more historical is less fun, I
truly cannot understand why! its the exact opposite!
 

unmerged(3859)

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Thanks plasticpanzers.
Yes, Screening would be a good term, although I would like to see it graphically represented in some way. It should have an Org cost and a Time cost in order for a Div to implement it. (i.e no rapid screening/Then back on he offense the same day).


New Idea: Creeping reconquest.
This is about disjoint occupied area.
Example: I land a Paratrooper in a province, then fly it back out. The enemy would then have to send a unit to reoccupy it. I don't think this is realistic, as you do not send occupation staff with your paratroopers.

1st Implementation:
As soon as the paratroopers are moving away from province a creeping reconquest would take place of about a province every 2 day (half speed of supplies). This would be even true if the paratroopers move to the next province, the provinces they leave unguarded would be slowly reoccupied. This is not true if the provinces conquered contain a seaport or they are being liberated. (i.e paratroopers land in friendly but occupied territory). The creeping reconquest would also be true for salients that get cut off.

2nd Implementation:
This is easier and I believe it was used by PI before. The units would have to stay in Disjoint Provinces to secure them, i.e there would be a occupation progress bar, that would slowly drain if the provinces was A) Not already fully occupied B) Not guarded by an unit C) Not connected to any seaport (i.e out of a possible supply route) The occupation progress should take a few days at least. This could apply to all provinces, even the main front one. However the occupation progress bar would obviously not drain since it's connected to seaport/supply route instead would just progress a bit slower whilst no guarded by a unit, so that means the creeping reconquest would also be true for salients that get cut off from the main front. There is no occupation progress bar for liberation a friendly but occupied power. The USA liberating France would get all the provinces back "Fully Occupied"

I prefer the 2nd Implementation myself.
 
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unmerged(3859)

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We've already mentioned that Infrastructure, radar etc should not be built int he production screen.
Related to this not every province should have the same cost for improving. For instance mountain regions had low infrastructure for a reason, it's quiet expensive to do so! So One improvement would be adjusted cost per type of province. Jungle, river province and very large provinces should cost more IC and/or take longer.
 

dhelmet99

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This is sort of related to the Faction AI, but it would be nice if there was some interface where your allies could inform you of their intentions. For instance, if you are the US and you see that the UK AI is preparing to invade the mainland you could help out by sending some troops. Even better would be a way to make requests to invade certain areas. This could be in lieu of the open to exploit full military control feature that many miss from HOI2. It's probably too big for a patch, but would make a great addition for an expansion.
 

unmerged(141552)

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3.) Airplane AI
When an Airplane is assigned to a HQ, I'd like to have the option of it helping any unit it can that is in range during combat. Currently I would need to hand over the whole HQ to the AI. Instead I want a very basic AI for idle airplanes.
Interceptors would scramble to defend against enemy CAS/Tac whilst my own CAS/Tac would bomb them. Fighters would defend against CAS/Tac first and also ground attack if no enemy airplanes in sight.

5) Army Organization Chart (By Sunfighter)
Id like a chart on the deployment screen that gives a hierarchy of your theater in question and then shows in each box how many more regiments can be added to them. You should also be able to create more corps, etc from that screen as well.

definitive yes.


7) Supply system improvement (By kreppert)
Increase Supply throughput by building trucks, think of option to build specific supply railroad. These could be places in provinces and give supply throughput bonus. Can be strategic to disrupt enemy supply lines.

i am not sure about trucks, but the whole Supply system should be revised, allowing us to manually build depots and assigning priority and stockpiling.


6) Build Puppet Provinces
I should be able as the Master of a puppet nation to build any kind of province improvement. I am getting quiet annoyed when I create Poland as a puppet and cannot build up the infrastructure to create "highways" to the Russian front. You could also help out your new puppets by building one or two IC for them. My main grippe are Radar and Infrastructure however.

9) Count of Brigades
Would like to see the number of Brigades in the quick ledger. In fact should see this on each province as well just like in HOI1 & 2

10.) Priority Research
Option to Prioritize research. This is more of a "lazy" man's option. Some research I want to keep on top of the list when it's done. Right now it drops to the bottom of the queue. They could also be researched a tiny bit faster at a penalty.

yes please




2.) Faction AI
The leader of the faction should be able to define invasion locations, that all the other members are going to share. We've all seen the complaints of Finland or South Africa invading, which seem funny and almost always ends in disaster. But what if all these minor faction members would invade together? It would be more like D-Day for sure.

i am not sure how its going to help beside helping focusing the defense area for the defender since at the moment i dont see any basic corporation achievable
but joint strikes its something i would really like to see and not only for minors.


4) Defensive Mode - Division can "Thinned".
That means you can have a division guard extra provinces on it's side. For each extra province you guard you lose 20% Combat efficiency (the center or "real location" of the division may lose less), additionally the unit could be attacked from more sides at the same time. This helps to guard some of the long beach provinces. Also makes Anti Partisan duty more realistic,

nice idea but i am not sure how its applicable, how you choose the provinces? why only 20%? what happens if attacked on both provinces? etc...

8) Production screen (By kreppert)
Remove option to build radar, AA etc. in production screen and only let them be built on province screen. This will remove "instant" Airport and Ports.

iirc right now you can not "instant" build Airport and Ports above level 1, also i dont see any problem with AA & radars built this way.


i also like the idea that in occupied province human resources will connected to ideology
this way occupying a country as germany or the usa will yield different manpower numbers
and will give more meaning to propaganda beside trying to shift key players toward you in 1936 scenario
 

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RE: Joint invasions
I'd also add the expected date of the invasion, so you don't have Canada invading Normandy in April, South Africa invading in May, all while you're building up for an invasion in June. It could be a "don't invade before this month" rule.
 

unmerged(149617)

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RE: Supply system
Since logistics is such a huge part of the game now, I'd like it to get it's own tab/page wherein you can manage your convoys, supply points, etc. and prioritize distribution. The same kind of priority system used by espionage would be great for deciding which supply points get the goods first.

All good ideas by the way!