This is why I made this thread, because everyone's opinions vary wildy and its going to be the number 1 complaint when the game actually release.
-S
I really doubt it.
This is why I made this thread, because everyone's opinions vary wildy and its going to be the number 1 complaint when the game actually release.
-S
Some remarks:
Climate specialization - As others have said, this should be linked to equipment, either in sum simply as ´climate equipment´, or diversified as ´winter-´, ´desert-´, ´jungle-´.... equipment. It should not come in form of specialized brigades (or battalions or whatever), but be changable on the fly for each division, even existing ones. When such a change is ordered, the ´climate equipment´ of said unit is sent back to the pool and must be re-filled via reinforcement/supply gradually back from the pool, where the equipment is waiting to be deployed. Each specialization should be exclusive to any other climate specialization (e.g. each unit can be only speciliazed for one climate type). Wether or not units should be able to come of their production lines already being specilialized for one climate or another is merely a matter of the user interface, then. On a sidenote: ´Arctic´ should be the worst form of ´winter´ in HoI4, not an entiely different thing.
Colonial troops: Yes. I was just thinking about this one recently. Albeit under HoI3´s production system. Under it, probably the easiest solution would be to devide colonial territories in broad strokes (e.g. india, burma, syria, algeria, tunesia, marrocco, french west africa, british east africa, egypt...) and then provide an extra tab in the production screen under which each of the territories gets listed instead of unit types and the only unit types being able to build there would be MIL/GAR. So it would list things like:
Burmese Militia
Burmese Garrison
Indian Militia
Indian Garrison
[...]
Needless to say, that each could only be deployed in their respective colony.
Anyways, i find myself in doubt over how much of this would be convertable to HoI4´s prodiction lines.
As for the number of units types: I think HoI3 has rather too many than too few of them, esp. since we´ll have even more slots to fill in HoI4´s division designer. For example: What do you need ´light infantry´ for: Instead of building a division with, say, 3 brigades of light infantry, just build one with 2 brigades of regulars. Plus there already is militia, which, actually, could just be regular INF as well, if we have the option of giving its units second tier equipment, a short training and bad officers.
This sort of parameters should make the choices (and the ability to use out-of-date equipment from the pool or from production lines still producing it at high effeciency). What we need is not more elements, but more properties to each element. ´Climate specialization´, ´colonial´ could be two of those (as is ´reserve´) - others could be ´terrain specialization´ and ´training duration´, each of them being setable when the unit is being ordered and having a signigicant enough effect to specialize your forces without two dozen different basic unit types.
HOI provinces are too small. Something like 1 unit per region, maaaay be.What do you guys think about having Garrison/Police units province based instead of showing as a counter on the map? So when you click the province, it shows how many Garrison/police units are there.
What do you guys think about having Garrison/Police units province based instead of showing as a counter on the map? So when you click the province, it shows how many Garrison/police units are there.
What do you guys think about having Garrison/Police units province based instead of showing as a counter on the map? So when you click the province, it shows how many Garrison/police units are there.
As for the number of units types: I think HoI3 has rather too many than too few of them, esp. since we´ll have even more slots to fill in HoI4´s division designer. For example: What do you need ´light infantry´ for: Instead of building a division with, say, 3 brigades of light infantry, just build one with 2 brigades of regulars. Plus there already is militia, which, actually, could just be regular INF as well, if we have the option of giving its units second tier equipment, a short training and bad officers.
This sort of parameters should make the choices (and the ability to use out-of-date equipment from the pool or from production lines still producing it at high effeciency). What we need is not more elements, but more properties to each element. ´Climate specialization´, ´colonial´ could be two of those (as is ´reserve´) - others could be ´terrain specialization´ and ´training duration´, each of them being setable when the unit is being ordered and having a signigicant enough effect to specialize your forces without two dozen different basic unit types.
3). a Checkbox on production/upgrade
--In my opinion this is the simplest system. You don't have to add up and tally separate equipment pools ahead of time. You just tell the game I want these divisions ready for winter or jungle warfare and it will do that for you. It also lets you avoid the penalties and possible malus to researching climate equipment techs in previous HoI3 games. I also think this gives the countries who did decide to invest in it ahead of time an advantage since it will take other nations some time to upgrade/produce divisions to have the necessary climate equipment.
--Imagine a German player who tried to re-arm quickly for the invasion of France and skipped producing divisions with winter specialization so he or she could quickly get large armies out fast. Now fast forward later and the SU player invades during winter as the German player is trying to upgrade for winter. With a smaller army, the SU player could for a short time cause a lot of damage. It allows for tactical decision making.
What do you guys think about having Garrison/Police units province based instead of showing as a counter on the map? So when you click the province, it shows how many Garrison/police units are there.
What do you guys think about having Garrison/Police units province based instead of showing as a counter on the map? So when you click the province, it shows how many Garrison/police units are there.